Beskrivelse
Kappa
A fisherman cautiously drops to his haunches by a sodden riverbank and lays down a curious offering with a shaking hand. It is a bag of fresh cucumbers, each scrubbed and polished to perfection. Moments later, a scaly, webbed hand breaks the surface of the water, and a kappa hauls itself from the depths, its head covered by a smattering of river weeds. It opens the bag and examines the goods carefully. Satisfied, the kappa slings the bag over its back and leaps back into the water, returning with a basket of freshly caught fish for the fisherman moments later. Their trade completed, both fisherman and kappa go their separate ways, each with dinner in hand and a smile on their face.
Candid Friend, Dangerous Foe
The kappa are well-known as honourable and trustworthy yokai; they will return a bow to even the most hated adversary before battle and will never willingly break a promise. That said, a kappa's loyalty runs as deep as its grudges; to scorn, threaten, or insult a kappa makes for a lifelong adversary. Grasping hands and uncanny strength make the kappa fearsome grapplers, often overpowering prey on land before dragging them into the waters to drown.
Crying Over Spilled Water
Every kappa has a bowl-like indentation on their heads that must be filled with water at all times. Should this water ever dry up or spill, the kappa weakens. To prevent evaporation, most kappa keep their heads covered with water weeds while on land, giving them the appearance of shaggy green hair. Many a folktale describes cunning heroes tricking kappas into bowing or falling over in order to gain the upper hand.
Trek
Amphibious
The kappa can breathe air and water.
Honourable Combatant
If one or more creatures bow to the kappa immediately after rolling initiative (no action required), the kappa bows in return, triggering its Water Bowl trait. Bowing creatures take a -5 penalty to their initiative roll.
Seasoned Wrangler
The kappa's speed isn't reduced while dragging a creature it is grappling.
Water Bowl
The kappa takes 4 (1d8) necrotic damage when it is knocked prone, or at the start of its turn if it is upside down. This trait doesn't trigger while the kappa is underwater.
Handlinger
Rough-and-Tumble
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 3 (1d6) bludgeoning damage if the target is grappled by the kappa or restrained by its water wyrm.
Death Roll
The kappa rolls and thrashes a creature it is grappling that is submerged in water. The creature must make a DC 13 Strength saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. If the creature doesn't have a swimming speed, it has disadvantage on this saving throw.
Tideweave (2/Day)
The kappa casts the water wyrm* spell, using Wisdom as the spellcasting ability (save DC 14, +6 to hit with spell attacks). The kappa has advantage on Constitution saving throws to maintain its concentration on the spell.
Water Bubble
The kappa conjures a bubble of animate water. The bubble moves with the kappa, enveloping it and any creature the kappa grapples. Creatures enveloped by the bubble have a +2 bonus to AC. If a creature enveloped by the bubble cannot breathe in water, it also cannot speak, cannot perform the verbal components of spells, and has disadvantage on attack rolls and ability checks. The bubble lasts for 1 minute, or until the kappa falls unconscious.
Reaksjoner
Rugged Grapple
Trigger: The kappa hits a creature with its Rough-and-Tumble or is hit by a melee attack by a creature within 5 feet of it. Response: The kappa attempts to grapple the creature; it has advantage on its ability check.