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Kappa

The kappa is a halfling sized humanoid that looks like it is part man part turtle.

Kappa

CR 2 (600 xp)

CN small monstrous humanoid (aquatic)
Init +3; Senses Darkvision 60 ft.; Perception +8

DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +6 natural, +1 size)
hp 19 (3d10+3), Fast Healing 3
Fort +1, Ref +7, Will +6

OFFENSE
Speed 20 ft., swim 40 ft.
Melee Claw +6 (1d3+3) and bite +6 (1d4 +3)

BASE STATISTICS
Str 16, Dex 17, Con 10, Int 7, Wis 14, Cha 11
Base Atk +3, CMB +6, CMD 19
Feats Step Up, Toughness
Skills Perception +8, Swim +9
Languages Common, Kappa
Special Qualities Head Bowl, Water Immunity

ECOLOGY
Environment Any aquatic
Organization Solitary or Brood (2-5)
Treasure Standard

SPECIAL ABILITIES
Head Bowl (Su): The indentation on top of a kappa's head is filled with the water of the lake or stream where it lives. Normal movement and even combat does not cause the water to spill. However, if an opponent makes a special Combat Maneuver check he can spill the water out of the kappa's head bowl. When that happens the kappa's Strength and Constitution scores drop to 8 and it loses it's fast healing ability.

Water Immunity (Su): Kappas are immune to all water based spells including spells with the [water] descriptor.


Kappa are a race of turtle-like malevolent beings that live in the lakes and streams of the world. They smell like fish and are generally portrayed with the body of a tortoise, ape-like head, scaly limbs, long hair circling the skull, webbed feet and hands, and yellow-green skin. About the size of a child aged 6 to 10, the kappa is nonetheless incredibly strong. It attacks horses, cattle, and humans, usually dragging its prey into the water, where they drink their blood and eat their entrails. Kappa are notorious tricksters and their tricks often lead to the death of their victims. Not all kappa are evil beings and some are quite skilled at herbal medicine and bone setting.

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