Kapi
Medium Humanoid (simian), chaotic good
Armor Class 14
Hit Points 13 (3d8)
Speed walk +30, climb +30
Challenge 1/2
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