The Kakamora

living in trees and caves. These beings are envisaged as humanlike, with long nails, varying in size from 3 to 12 inches in height, thick hair cover and a peculiar way of communicating. They sometimes kill humans and eat their flesh.

The locals claim that Kakamora live in caves in the jungle-covered interior of Makira, that they like the rain and the full Moon, that they do not know how to kindle or light a fire but they steal it from humans and that - for an unspecified reason - they are afraid of the colour white.


Kakamora Savage

Tiny humanoid, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 10(3d4 + 3)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 4 (-3)

  • Skills Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing
  • Senses passive Perception 12
  • Languages Ka'k
  • Challenge 1 (200 XP)

Blood Frenzy. While under the effects of Blood Frenzy the kakamora gains the following benefits:

  • Advantage on first attack roll each round.
  • Its speed increases by 10 feet.
  • It can make one additional attack when it uses its Multiattack feature.

Pack Tactics. The kakamora has advantage on an attack roll against a creature if at least one of the kakamora's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The kakamora makes two melee or ranged attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing damage, and the target must make a successful DC 13 Constitution saving throw. On a failed save, the target takes an additional 2 (1d4) piercing damage and the Kakamora gains the benefits of Blood Frenzy for a number of rounds equal to the target's Constitution modifier.

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage.

Mini Blowgun. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit 3 piercing damage.


Swarm of Kakamora Savages

Large swarm of Tiny humanoids, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 130 (20d10 + 20)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 4 (-3)

  • Skills Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing
  • Senses passive Perception 15
  • Languages Ka'k
  • Challenge 6 (2,300 XP)

Blood Frenzy. While under the effects of Blood Frenzy the swarm gains the following benefits:

  • Advantage on first attack roll each round.
  • Its speed increases by 10 feet.
  • It can make three additional attack when it uses its Multiattack feature.

Pack Tactics. The swarm has advantage on an attack roll against a creature if at least one of the swarm's allies is within 5 feet of the creature and the ally isn't incapacitated.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny humanoid. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The swarm makes six melee or ranged attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 1 piercing damage, and the target must make a successful DC 15 Constitution saving throw. On a failed save, the target takes an additional 3 (1d6) piercing damage and the Kakamora gains the benefits of Blood Frenzy for a number of rounds equal to the target's Constitution modifier.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage.

Mini Blowgun. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit 4 piercing damage.



Kakamora Elder

Tiny humanoid, chaotic evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 10(3d4 + 3)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 6 (-2) 16 (+3) 4 (-3)

  • Skills Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing
  • Senses passive Perception 12
  • Languages Ka'k
  • Challenge 2 (450 XP)

Blood Frenzy. While under the effects of Blood Frenzy the kakamora gains the following benefits:

  • Advantage on first attack roll each round.
  • Its speed increases by 10 feet.
  • It can make one additional attack when it uses its Multiattack feature.

Pack Tactics. The kakamora has advantage on an attack roll against a creature if at least one of the kakamora's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. The Kakamora Elder is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The musa'lon can innately cast the following spells, requiring no material components:

  • Cantrips (at will): Druidcraft, Infestation, Primal Savagery
  • 1st level (4 slots): Amplify Damage, Goodberry, Healing Word
  • 2nd level (3 slots): Gust of Wind, Hold Person
  • 3rd level (2 slots): Water Walk, Wind Wall

Actions

Multiattack. The kakamora makes two melee or ranged attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing damage, and the target must make a successful DC 13 Constitution saving throw. On a failed save, the target takes an additional 2 (1d4) piercing damage and the Kakamora gains the benefits of Blood Frenzy for a number of rounds equal to the target's Constitution modifier.

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage.

Mini Blowgun. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit 3 piercing damage.

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