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Kappa

Small · Fey · CR 2 · Chaotic Neutral Or Chaotic Evil

Source. Creature Codex
Armor Class
16 (natural armor)
Hit Points and Hit Dice
49 (11d6+11)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Small
Type Fey
Alignment Chaotic Neutral Or Chaotic Evil
XP 450
Initiative Bonus +2

Movement

Walk 25 ft (7.6 m)
Swim 40 ft (12.2 m)
Climb 12 ft (3.7 m)
Crawl 12 ft (3.7 m)

Senses

Passive Perception 14

Skills

Athletics +6 Medicine +4 Perception +4 Stealth +4

Languages

Common, Sylvan

Environments

Coast

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

Claw

+6 to hit, reach 5 ft (1.5 m). Hit: 2d4+4 slashing damage.

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.

Multiattack

The kappa makes two claw attacks.

About Kappa

Kappa is a small fey with a Challenge Rating of 2. It has a chaotic neutral or chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 49 hit points (derived from 11d6+11).

Kappa has communication capabilities including Common, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Kappa

1 tips available

When using Kappa in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Kappa

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Kappa?
Kappa has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Kappa?
Kappa is a Small Fey, which affects how certain spells and abilities interact with it.
What languages does Kappa speak?
Kappa can communicate in Common, Sylvan.

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