Kakamora
Small humanoid (kakamora), chaotic neutral
Armor Class 15 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 30 ft., climb 20 ft.
STR 8 (−1) · DEX 17 (+3) · CON 12 (+1) · INT 10 (+0) · WIS 13 (+1) · CHA 8 (−1)
Saving Throws Dex +5, Wis +3
Skills Perception +3
Damage Vulnerabilities fire
Condition Immunities frightened while invisible
Senses darkvision 60 ft., passive Perception 13
Languages –; telepathy 120 ft. (creature must understand a language)
Challenge 1 (200 XP)
Traits
Stone-Granted Invisibility. While its black stone is tucked beneath its right arm, the kakamora is invisible (as greater invisibility) and can’t be detected by divination magic unless the spell’s caster succeeds on a DC 15 Intelligence (Arcana) check. The invisibility ends until the start of its next turn if the kakamora attacks or casts a spell. Bright light, an open flame within 10 feet, or sunlight suppresses this trait until the kakamora leaves the illuminated area.
Telepathic Packmind. The kakamora can communicate telepathically with any willing creature it can see within 120 feet that understands a language.
Pale Dread. If the kakamora starts its turn within 10 feet of a visible white object at least as large as itself (DM’s discretion), it must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn. While frightened in this way, it can’t benefit from Stone-Granted Invisibility.
Stone Dependency. The black stone (AC 13; hp 5; immunity to poison and psychic damage) can be removed if a creature grapples the kakamora and uses an action to succeed on a DC 13 Strength (Athletics) check. If the stone is removed or destroyed, the kakamora loses Stone-Granted Invisibility and Telepathic Packmind.
Actions
Multiattack. The kakamora makes two Claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Moonlit Ambush (Recharge 5–6). While invisible, the kakamora makes a single Claw attack with advantage. On a hit, the attack deals an extra 7 (2d6) slashing damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of the kakamora’s next turn.
Bonus Actions
Scamper. The kakamora moves up to half its speed without provoking opportunity attacks if it began the turn invisible.
Reactions
Shadow Dodge. When a creature the kakamora can see makes an attack roll against it while it is invisible, the kakamora imposes disadvantage on the roll.
Lore
Tiny cave-dwelling beings with long hair and claws; shy forest spirits often called gnomes and regarded as protectors of nature.
Kakamora are a mythological race deeply rooted in Melanesian folklore, especially on the Solomon Islands. They stand as one of the best-known examples of Oceania’s “little people,” blending traits of forest spirit, goblin, and hominid cryptid. Kakamora are closely tied to the large, jungle-choked interiors of Makira (historically San Cristóbal). Islanders classify them as a mythical population of elf-like beings—legendary dwarf folk. Though the word kakamora is often used as a blanket term for “little people” in the region, many localized names exist, hinting at subtle differences in appearance or temperament from island to island.
Regional variants include: • Mumu — southern Malaita • Dodore — northern Malaita • Kalibohibohi — Guadalcanal • Tutulangi — certain other Solomon Islands
From Oceanian Bestiary 5E, p. 36 · Fern Flower Press