Kapi

Medium Humanoid, chaotic good. CR 1/2, AC 14, 13 HP. Traits: Nimble Feet, Prehensile Tail.

Armor class
14
Hit points
13
Challenge
0.5
Creature type
Humanoid
Size
Medium
Alignment
chaotic good

Stat block

Cha
9
Con
10
Dex
18
Int
11
Str
14
Wis
13
Speed
Walk: 30; Climb: 30
Senses
darkvision 60 ft., passive Perception 11
Skills
Stealth: 6; Acrobatics: 6
Actions
  • Multiattack. The kapi makes two attacks: one with its quarterstaff and one with its tail trip.
  • Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands.
  • Tail Trip. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
  • Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Languages
Common, Simian
Special abilities
  • Nimble Feet. The kapi can take the Disengage action as a bonus action on each of its turns.
  • Prehensile Tail. The kapi can use its tail to pick up or hold a small object that isn't being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can't use its tail to wield a weapon but can use it to trip an opponent (see below).

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.