Kappa

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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

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.
  • Decrease its Swim speed by 10, 20, or 30 ft to increase its normal speed by that many ft.
  • Decrease its DEX by 1 or 2 to increase its AR by 2 or 4.
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 secondary 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.