Kappa
A kappa is a strange amphibian resembling a humanoid turtle. It dwells in fresh water, preferring a stream or river to a lake or pond. It has a small shell on its back, a blunt face, and webbed hands and feet that end in short claws. A typical kappa is green in color, but kappa skin tones can vary toward blue or yellow hues. The creature has a shallow basin in the top of its head, in which the creature carries water from its home at all times.
Kappas are puckish and like to play tricks on those who pass near or swim in their home. Kappa pranks are usually harmless and annoying, such as peeking under robes, stealing a bathers' clothing, or pretending to be an aquatic predator. A kappa might also challenge others to grappling matches, hoping potential foes underestimate its wrestling ability. An angry kappa can be dangerous, attempting to drown mounts, animal companions, or even people who enter its home waters. The most degenerate kappas have been known to drown bathers and eat them.
Those wise to the ways of kappas know the creatures have a few weaknesses. First of all, kappas love cucumbers and horseflesh. If plied with such treats, a kappa is likely to not bother intruders, and might even be convinced to offer aid. Further, despite a kappa's penchant for pranks, it is unfailingly polite to courteous visitors. A kappa confronted with a verbal rebuke rather than combat quickly and almost shamefully apologizes for its pranks, begging for forgiveness.
If its head bowl is emptied, a kappa usually remains stationary and pleads for help, continuing to fight only if forced to. An opponent who refills the kappa's head bowl after spilling it receives the kappa's deepest gratitude. Only the wisest and smartest of kappa carry flasks of water with them when they are forced to travel far from their home—most kappa don't think this far ahead.
- HP
- 19 (3d10+3)
- AC
- 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
- Speed
- 20 ft., swim 40 ft.
- Init
- +3
- Melee
- 2 claws +5 (1d3+1 plus grab)
- BAB
- +3
- CMB
- +3 (+7 grapple)
- CMD
- 16
- Fort
- +4
- Ref
- +6
- Will
- +5
- Racial Modifiers
- +4 Escape Artist
Weapons: Simple
grab (Medium)
rake (2 claws +5, 1d3+1)
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.</p>
Escape Artist +10, Heal +5, Sense Motive +5, Swim +9
- Type
- Monstrous Humanoid
- Alignment
- CN
- Size
- Small
- Environment
- any lake or river
- Organization
- solitary, pair, or bale (3-6)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +2
- Languages
- Aquan, Common
- Source
- Bestiary 3
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
-
Uses feat: Great Fortitude (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Nimble Moves (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.
How publishing works Browse worldsLoading references...