Vanara

Medium humanoid (simian), Good Neutral

Armor Class

13

Hit Points

55 (10d8+10)

Speed

walk 30 ft., climb 30 ft.

Skills

Acrobatics +5, Perception +4, Stealth +5

Senses

darkvision 60 ft.

Languages

Common

Challenge

2

Distract

As a bonus action, the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target's face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara's next turn.

Quadrupedal Dash

As a bonus action, the vanara can move up to 80 feet without provoking opportunity attacks. It can't use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs.

Standing Leap

The vanara's long jump is 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Slam

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target.

Sling

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Howl (Recharge 5-6)

The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn't deafened.