Kappa — fantasy monster illustration. Kappa is a small fey (Challenge Rating 2).

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Kappa

Small Fey, chaotic neutral or chaotic evil

AC
16
HP
49
Speed
25
CR
2

Armor Class 16 (natural armor)

Hit Points 49 (11d6+11)

Speed 25 ft., swim 40 ft.


STR
18 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
7 (-2)
WIS
14 (+2)
CHA
8 (-1)

Skills Stealth +4, Medicine +4, Athletics +6, Perception +4

Senses passive Perception 14

Languages Common, Sylvan

Challenge 2


Traits

Amphibious. The kappa can breathe air and water.

Expert Wrestler. The kappa can grapple creatures that are two sizes larger than itself and can move at full speed when dragging a creature it has grappled.

Head Bowl. The kappa has a bowl-like indentation on its head which holds water from the river or lake where it lives. If the kappa's head bowl is empty, it has disadvantage on attack rolls and ability checks until the bowl is refilled with water. Normal movement and combat do not cause water to spill from the bowl, but an opponent can empty the bowl by knocking the kappa prone or by making two successful grapple attacks - one to grab the kappa, and one to tip its head while it is grappled.

Slippery. The kappa has advantage on ability checks and saving throws made to escape a grapple.

Sure-Footed. The kappa has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The kappa makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the kappa doesn't already have another creature grappled.

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Kappa — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022