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Kapi

Medium · Humanoid · CR 1/2 · Chaotic Good

Source. Creature Codex
Armor Class
14
Hit Points and Hit Dice
13 (3d8)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Good
XP 100
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 30 ft (9.1 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Skills

Acrobatics +6 Stealth +6

Languages

Common, Simian

Traits

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

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 bludgeoning damage.

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

+6 to hit, range 30/120 ft (9.1/36.6 m). Hit: 1d4+4 bludgeoning damage.

Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Tail Trip

+6 to hit, reach 5 ft (1.5 m).

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.

About Kapi

Kapi is a medium humanoid with a Challenge Rating of 1/2. It has a chaotic good alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 13 hit points (derived from 3d8).

Kapi has communication capabilities including Common, Simian. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Kapi

1 tips available

When using Kapi in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.

Player Guide: Facing Kapi

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Kapi?
Kapi has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Kapi?
Kapi is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Kapi speak?
Kapi can communicate in Common, Simian.

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