Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common, Sylvan
Environments
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
GM Tips: Using Kappa
When using Kappa in your D&D 5e campaign, consider these tactical approaches:
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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
Player Guide: Facing Kappa
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
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
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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Related D&D 5e Content
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