Size:
± Small
Type:
± Monstrous Humanoid
Form:
Temper:
# App:
± Wild 2d6 Lair 8d6
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
Swim:
± 30'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws + choke
Circumstance: Combat
1d4 claw + 1d6 choke
Special
Drowning Attack
Any successful 2-claw attack will result in the kappa dragging its victim underwater and applying a choke hold, driving out air and injuring for 1d6 points of damage.
Special
Suiko Leadership
A kappa will never fail a morale roll when a Suiko is around for fear of retribution.
Environments
aquatic-fresh
Green-blue scaled creatures that live near bodies of water
Kappas are green-blue scaled creatures that live near bodies of water. They are sometimes malevolent, other times harmless pranksters, depending on their mood.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
If a kappa is grappled, 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.
Ability
Head Bowl
The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all of 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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
claw +11 [+7/+3] (agile), Damage 1d10+3 slashing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
Aquan
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
Green-blue scaled creatures that live near bodies of water
Kappas are green-blue scaled creatures that live near bodies of water. They are sometimes malevolent, other times harmless pranksters, depending on their mood.
Basic Fantasy Field Guide Omnibus