Kappa
Creature 2 — amphibious, beast
Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While usually not overtly malicious, they can be a significant nuisance, stealing clothes from unsuspecting bathers or snatching unattended food from campfires. Kappas also enjoy proving their worth in competitions of strength and, despite their propensity for trickery, are known to be honorable competitors who keep their word and remain polite in conversation. While kappas vary in physical attributes from region
Source: pathfinder-monster-core-2
Perception +9
Skills acrobatics +8, athletics +7, medicine +9, survival +7
Str
+3
Dex
+4
Con
+1
Int
+1
Wis
+3
Cha
+1
AC 17
Fort +7
Ref +10
Will +7
HP 35
Speed 15 feet, swim 40 feet
Offense
Melee Claw +11, Damage 1d10+3 slashing
Abilities
Head Bowl — The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all the water from the top of a kappa's head reduces all their Speeds to 5 feet until the basin is again filled with water. A kappa who becomes Prone must succeed at a DC 15 Reflex save or spill their water, and a kappa who becomes Unconscious automatically spills their water.
If a kappa is Grabbed, Restrained, or stunned, another creature can attempt to spill the water from their bowl by spending a single action, which has the attack and manipulate traits, to attempt an Athletics check against the kappa's Fortitude DC. On a success, the creature spills the kappa's water.
Pull Arm — The kappa pulls one of their arms, gaining 10-foot reach with that arm. The opposing arm shrinks to little more than a hand extending from their shell. The kappa can still use their shortened hand to hold things, but they can't use that hand to wield a shield or weapon. By spending a single action to pull their opposing arm, the kappa can return their arms to their original length.
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