Kapi

Medium humanoid (simian), Good Chaotic

Armor Class

14

Hit Points

13 (3d8)

Speed

walk 30 ft., climb 30 ft.

Skills

Acrobatics +6, Sleight of hand +6, Stealth +6

Senses

darkvision 60 ft.

Languages

Common

Challenge

1/2

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.

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. 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.