Kappa
Creature 2- Perception
- +9; darkvision
- Languages
- Common, Thalassic
- Skills
- Acrobatics +8, Athletics +7, Medicine +9, Survival +7
- Str +3, Dex +4, Con +1, Int +1, Wis +3, Cha +1
- AC
- 17; Fort +7, Ref +10, Will +7
- HP
- 35
Head Bowl The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all 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 DC 15 Reflex save or spill their water, and a kappa who becomes Unconscious automatically spills their water.
If a kappa is Grabbed, 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.
- Speed
- 15 feet, swim 40 feet
Melee ◆ claw +11 (agile, unarmed), Damage 1d10+3 slashing
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.
Source: Pathfinder Monster Core 2