Kappa

The Kappa is a Level 2 creature, with Armor Class 18 and 35 hit points. A mischievous river-dwelling beast that uses its telescopic arms to grab prey and drag them into the depths.

Kappa, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

- **Head Bowl** The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all of the water from the top of a kappa's head reduces all their Speeds to 5 feet until the basin is again filled with water. A kappa who becomes prone must succeed at a 15 Reflex save or spill their water, and a kappa who becomes unconscious automatically spills their water. If a kappa is grappled, restrained, or stunned, another creature can attempt to spill the water from their bowl by spending a single action, which has the attack and manipulate traits, to attempt an Athletics check against the kappa's Fortitude DC. On a success, the creature spills the kappa's water. - **Pull Arm** The kappa pulls one of their arms, gaining 10-foot reach with that arm. The opposing arm shrinks to little more than a hand extending from their shell. The kappa can still use their shortened hand to hold things, but they can't use that hand to wield a shield or weapon. By spending a single action to pull their opposing arm, the kappa can return their arms to their original length.

Common Questions

How much HP does a Kappa have?

35 hit points.

What level is a Kappa?

Level 2.

What is a Kappa's Armor Class?

AC 18.

How fast can a Kappa move?

Speed 15 ft., swim 40 ft.

Use Kappa at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Kappa into a ZapGM campaign and customize it further.

Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.

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