Kappa
Green-blue scaled creatures that live near bodies of water
Basic Fantasy Field Guide Omnibus
| Armor Class | 14 |
|---|---|
| Hit Dice | 4 |
| Number Appearing | Wild 2d6 Lair 8d6 |
| Attacks | 2 claws + choke |
| Damage | 1d4 claw + 1d6 choke |
| Movement | 30' Swim 30' |
| Save As | Fighter: 2 |
| Morale | 7 |
| XP | 100 |
| Treasure Type | -- C in Lair -- |
Kappas are green-blue scaled creatures that live near bodies of water. They are sometimes malevolent, other times harmless pranksters, depending on their mood.
Special Abilities
Drowning Attack: Any successful 2-claw attack will result in the kappa dragging its victim underwater and applying a choke hold, driving out air and injuring for 1d6 points of damage.
Suiko Leadership: A kappa will never fail a morale roll when a Suiko is around for fear of retribution.
Variants
Suiko
(for every 25 Kappas)
Referred to as the “mob bosses” of Kappas, these creatures are all malevolent with none of the fun. Suikos have scaled skin with brutal tiger claws on their knees. They share the kappa’s love to rend and drown their foes. Suikos will never fail morale in their lair.
| Armor Class | 16 |
|---|---|
| Hit Dice | 6 |
| Number Appearing | Wild 1 + 2d6 Kappa Lair 1 + 8d6 Kappa |
| Attacks | 2 claw + choke, 1 knee |
| Damage | 1d6 claw + 2d6 choke, 1d6 knee |
| Movement | 40' Swim 40' |
| Save As | Fighter: 3 |
| Morale | 9 |
| XP | 125 |