Kappa
A strange turtle-like spirit with arms that can swap around their body, Kappas are wondrous sights to behold. They do not speak, but are intelligent and cunning. Kappas are known to drag unsuspecting victims into the waters where they live, but have also been observed helping local farms or settlements with irrigation problems. Adventurers would generally advise cautious cordiality towards a Kappa until it reveals its true malicious or helpful motives.
Kappa | |||||
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| Monster Level: 8 | |||||
| Small. Humanoid, Fae | |||||
| STR | DEX | END | AWR | INT | CHA |
| 0 | 4 | 0 | 2 | 2 | 4 |
| Ref: 14 | Fort: 10 | Ant: 12 | Log: 12 | Will: 14 | |
| Armor Rating 14 | |||||
| Hit Points 52 | Resist Primal 4 | ||||
| Speed 30 ft, Swim 40 ft | Senses Darkvision 30 ft | ||||
| Skills (CHA) Deceiving +4 | Traits Immutable, Iron Will | ||||
| Features | |||||
Reposition Limbs. By spending 1 minute transforming, the Kappa can change its stats in any of the following ways, or return its stats to normal.
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| Actions | |||||
The Kappa can MOVE and take TWO of the following actions, or take the same action twice. | |||||
| Move. The Kappa can move up to its speed.
Claws. Reach 5 ft, Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp, and make a second attack: +2 vs FORT. Hit: The ttarget becomes paralyzed until the end of its next turn. | |||||
OR the Kappa can take the following action. | |||||
| Control Water (3/Rest). Using CHA, the Kappa casts the Control Water primal spell. | |||||