Kapi
Creature Codex
(100 XP)
Robinloft Estimated
CR
1/2
Armor Class
14
Hit Points
13 (3d8)
Speed
30 ft., climb 30 ft.
STR
14
(+2)
DEX
18
(+4)
CON
10
(+0)
INT
11
(+0)
WIS
13
(+1)
CHA
9
(-1)
Saving Throws
—
Skills
Acrobatics +6, Stealth +6
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Simian
Environments
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).
Actions
Multiattack.
The kapi makes two attacks: one with its quarterstaff and one with its tail trip.
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.
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.
Sling.
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Kapi
Not yet described
Duplication and Templates
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