Kappa
System: Pathfinder | SRD
Kappa
CR 2
XP 600
CN
Monstrous Humanoid (aquatic)
Small
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)
CMB +3 (+7 grapple)
CMD 16
Statistics
Str 12,
Dex 17,
Con 13,
Int 8,
Wis 15,
Cha 10
Base Atk +3
Feats Great Fortitude, Nimble Moves
Skills Escape Artist +10, Heal +5, Sense Motive +5, Swim +9
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.
This humanoid turtle crouches near the water, a suspicious look in its eyes. The top of its bowl-shaped head is filled with water.