Kapi

Medium Humanoid (simian), chaotic good

Armor Class 14

Hit Points 13 (3d8)

Speed walk +30, climb +30

Challenge 1/2

STR
14
+2
DEX
18
+4
CON
10
+0
INT
11
+0
WIS
13
+1
CHA
9
-1

Skills stealth +6, acrobatics +6

Senses darkvision 60 ft., passive Perception 11

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).

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.

Source: Creature Codex · OGL/Open