## 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.
>
> <div style="text-align:left;font-size:110%;">***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.</div>
>
> ### 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.

<div style='margin-top:10px'></div>
___
> ## 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.
>
> <div style="text-align:left;font-size:110%;">***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.</div>
>
> <div style="text-align:left;font-size:110%;">***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.</div>
>
> ### 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.

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___
___
> ## 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.
>
> <div style="text-align:left;font-size:110%;">***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.</div>
> 
> <div style="text-align:left;font-size:110%;">***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:</div>
>- 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.