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Kappa

CR 2.00 Monstrous Humanoid CN Small HD 3
This humanoid turtle crouches near the water, a suspicious look in its eyes. The top of its bowl-shaped head is filled with water.

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)
Init
+3
Speed
20 ft., swim 40 ft.
Fort
+4
Ref
+6
Will
+5
BAB
+3
CMB
+3 (+7 grapple)
CMD
16
Melee
2 claws +5 (1d3+1 plus grab)
Racial Modifiers
+4 Escape Artist
str
12
+1
dex
17
+3
con
13
+1
int
8
-1
wis
15
+2
cha
10
+0

Weapons: Simple

grab (Medium)

rake (2 claws +5, 1d3+1)

Universal Monster Rules

Grab
Grab (Medium) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Rake (2 claws +5, 1d3+1) Ex from Universal Monster Rule
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.

Feats, Traits & Items

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Nimble Moves from Feat

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.

Escape Artist +10, Heal +5, Sense Motive +5, Swim +9

Details
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
Source

Bestiary 3

Attribution

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.

Sources Used in This Record
2 House/Core
View references and cross-links for Kappa

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