Kakamora (5e Creature)

Kakamora

Small humanoid (goblinoid), chaotic neutral


Armor Class 13 (natural armor)
Hit Points 2 (1d6 - 1)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 9 (-1) 5 (-3) 4 (-3) 1 (-5)

Saving Throws Str +5, Dex +4
Skills Acrobatics +6, Stealth +6
Damage Vulnerabilities bludgeoning
Condition Immunities charmed
Senses passive Perception 9
Languages Goblin
Challenge 1 (200 XP)


ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage.

Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 3 (1 + 2) piercing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage.


Kakamora are small goblinoid creatures that wear coconuts for armor and a mask with a painted on face. They travel the oceans of the material plane on massive warships made of bamboo, carved wood and rope and often travel in the hundreds and are quite aggressive.


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