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    Kappa

    This humanoid turtle crouches near the water, a suspicious look in its eyes. The top of its bowl-shaped head is filled with water.

    Kappa CR 2

    XP 600
    CN Small monstrous humanoid (aquatic)
    Init +3; Senses darkvision 60 ft.; Perception +2

    DEFENSE

    AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
    hp 19 (3d10+3)
    Fort +4, Ref +6, Will +5
    Resist acid 5, cold 5
    Weaknesses head bowl

    OFFENSE

    Speed 20 ft., swim 40 ft.
    Melee 2 claws +5 (1d3+1 plus grab)
    Special Attacks grab (Medium), rake (2 claws +5, 1d3+1)

    STATISTICS

    Str 12, Dex 17, Con 13, Int 8, Wis 15, Cha 10
    Base Atk +3; CMB +3 (+7 grapple); CMD 16
    Feats Great Fortitude, Nimble Moves
    Skills Escape Artist +10, Heal +5, Sense Motive +5, Swim +9; Racial Modifiers +4 Escape Artist
    Languages Aquan, Common
    SQ amphibious

    SPECIAL ABILITIES

    Head Bowl (Su)

    The basin atop a kappa's head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn't have to be from the kappa's home, but the kappa refills its head bowl from there at its first opportunity.