So I realize this creature has existed in previous editions (and PF I believe), but here's my take for 5e on this classic Japanese yokai. I'm looking for feedback as to what spells or spell-like abilities I should give it (if any), help with the CR, and any general critiques or suggestions. Thanks!
Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared: Cantrips (at will): [spell name], [spell name] 1st level (# slots): [spell name], [spell name]
Actions
Action Name. Multi-attack. The Kappa makes 2 claw attacks
Special: If both claw attacks hit, the Kappa may make an additional attack with its beak. +5 to hit, reach 5 ft, 1 target. Hit: 1d6 +1 [Piercing] damage.
Legendary Actions
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
This odd creature shares the traits of both humanoid an turtle. Standing upright though hunched, it has a human-like face and eyes with the beak of a turtle. Its hands and feet are webbed and its body encased in a turtle's shell. Atop its head is a shallow depression that appears to be filled with stagnant water. This depression is surrounded by a tonsure of scraggly, unkempt hair.
Kappa are mischievous, and sometimes malevolent fey who delight in fooling unwary travelers and robbing them of their belongings, and in some cases, their lives (if the mood strikes them). Kappa can be found in or near any body of water near the shoreline, where they lair in submerged, hidden caves or grottoes. Fortunately, Kappa can be reasoned with and they enjoy contests of skill and athletics, particularly wrestling. If the intended victim of kappa mischief can manage to remove the water from the kappa's head in a contest of strength or trickery, the wily fey will submit and let the traveler continue on their way and even provide them with useful information about the area. As long as the water remains in the depression on the kappa's head however, it is resistant to all forms of damage and has advantage on strength and dexterity based saving throws and any check involving athletics or acrobatics. When the water is removed, the kappa will honor its bargain and the immediately make its way to the nearest source of water to refill the depression. If the kappa remains without water in the depression for a 24 hour period, it will die. In order to remove the water from a kappa's head, the opponent must wrestle or knock the creature to the ground by either guile or a contest of strength. This is no easy feat as kappa are both strong and nimble, and have an uncanny sense of balance when it comes to keeping the water atop their head where it belongs.
What special traits if any does the Kappa have? In other words, remove everything the kappa does not have right now, including legendary actions, spellcasting and special traits.
Kappa are probably stronger than what you have listed, I would go with 14. Also, the text below belongs in the Traits section, not the description.
As long as the water remains in the depression on the kappa's head however, it is resistant to all forms of damage and has advantage on strength and dexterity based saving throws and any check involving athletics or acrobatics.
Resistance to all damage is unheard of. I would give them resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons as well as immunity to being charmed to reflect their fey nature.
Their passive perception should be 12 and they should be proficient in perception. Sylvan is the language of the fey, I would also give Aquan.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Special Trait Name. Water dependent. As long as the water remains in the depression on the kappa's head, it is resistant to non-magical piercing, bludgeoning, and slashing damage and has advantage on strength and dexterity based saving throws and any check involving athletics or acrobatics.
Actions
Action Name. Multi-attack. The Kappa makes 2 claw attacks
Special: If both claw attacks hit, the Kappa may make an additional attack with its beak. +5 to hit, reach 5 ft, 1 target. Hit: 1d6 +2 [Piercing] damage.
Additionally, if both claws hit, the kappa can attempt to grapple its enemy instead, and prefers to do so if near a body of water, where it will drag the victim under and attempt to drown said victim.
Legendary Actions
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
This odd creature shares the traits of both humanoid an turtle. Standing upright though hunched, it has a human-like face and eyes with the beak of a turtle. Its hands and feet are webbed and its body encased in a turtle's shell. Atop its head is a shallow depression that appears to be filled with stagnant water. This depression is surrounded by a tonsure of scraggly, unkempt hair.
Kappa are mischievous, and sometimes malevolent fey who delight in fooling unwary travelers and robbing them of their belongings, and in some cases, their lives (if the mood strikes them). Kappa can be found in or near any body of water near the shoreline, where they lair in submerged, hidden caves or grottoes. Fortunately, Kappa can be reasoned with and they enjoy contests of skill and athletics, particularly wrestling. If the intended victim of kappa mischief can manage to remove the water from the kappa's head in a contest of strength or trickery, the wily fey will submit and let the traveler continue on their way and even provide them with useful information about the area. When the water is removed, the kappa will honor its bargain and the immediately make its way to the nearest source of water to refill the depression. If the kappa remains without water in the depression for a 24 hour period, it will die. In order to remove the water from a kappa's head, the opponent must wrestle or knock the creature to the ground by either guile or a contest of strength. This is no easy feat as kappa are both strong and nimble, and have an uncanny sense of balance when it comes to keeping the water atop their head where it belongs.
Kappa are also extremely adept at surprising and ambushing interlopers, particularly those whom they would be unable to reason with or use guile. The kappa will submerge itself in the body of water near its lair and wait until its intended victim passes nearby, then it will pounce from stealth and attempt to drag its prey into the water and drown it.
Kappa are omnivorous and eat everything form vegetables to the flesh of humanoids, however they are particularly fond of cucumbers or horseflesh, and a gift (or trade) of either will be met wit great appreciation.
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So I realize this creature has existed in previous editions (and PF I believe), but here's my take for 5e on this classic Japanese yokai. I'm looking for feedback as to what spells or spell-like abilities I should give it (if any), help with the CR, and any general critiques or suggestions. Thanks!
Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Name. Multi-attack. The Kappa makes 2 claw attacks
Action Melee Attack. Claw: +5 to hit, reach 5 ft., 1 target. Hit: 1d8 +1 [Slashing] damage.
Special: If both claw attacks hit, the Kappa may make an additional attack with its beak. +5 to hit, reach 5 ft, 1 target. Hit: 1d6 +1 [Piercing] damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
This odd creature shares the traits of both humanoid an turtle. Standing upright though hunched, it has a human-like face and eyes with the beak of a turtle. Its hands and feet are webbed and its body encased in a turtle's shell. Atop its head is a shallow depression that appears to be filled with stagnant water. This depression is surrounded by a tonsure of scraggly, unkempt hair.
Kappa are mischievous, and sometimes malevolent fey who delight in fooling unwary travelers and robbing them of their belongings, and in some cases, their lives (if the mood strikes them). Kappa can be found in or near any body of water near the shoreline, where they lair in submerged, hidden caves or grottoes. Fortunately, Kappa can be reasoned with and they enjoy contests of skill and athletics, particularly wrestling. If the intended victim of kappa mischief can manage to remove the water from the kappa's head in a contest of strength or trickery, the wily fey will submit and let the traveler continue on their way and even provide them with useful information about the area. As long as the water remains in the depression on the kappa's head however, it is resistant to all forms of damage and has advantage on strength and dexterity based saving throws and any check involving athletics or acrobatics. When the water is removed, the kappa will honor its bargain and the immediately make its way to the nearest source of water to refill the depression. If the kappa remains without water in the depression for a 24 hour period, it will die. In order to remove the water from a kappa's head, the opponent must wrestle or knock the creature to the ground by either guile or a contest of strength. This is no easy feat as kappa are both strong and nimble, and have an uncanny sense of balance when it comes to keeping the water atop their head where it belongs.
What special traits if any does the Kappa have? In other words, remove everything the kappa does not have right now, including legendary actions, spellcasting and special traits.
Kappa are probably stronger than what you have listed, I would go with 14. Also, the text below belongs in the Traits section, not the description.
Resistance to all damage is unheard of. I would give them resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons as well as immunity to being charmed to reflect their fey nature.
Their passive perception should be 12 and they should be proficient in perception. Sylvan is the language of the fey, I would also give Aquan.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Sounds good, I will make those changes!
How does this look? I decided to forego spell casting.
Special Trait Name. Water dependent. As long as the water remains in the depression on the kappa's head, it is resistant to non-magical piercing, bludgeoning, and slashing damage and has advantage on strength and dexterity based saving throws and any check involving athletics or acrobatics.
Action Name. Multi-attack. The Kappa makes 2 claw attacks
Action Melee Attack. Claw: +5 to hit, reach 5 ft., 1 target. Hit: 1d8 +2 [Slashing] damage.
Special: If both claw attacks hit, the Kappa may make an additional attack with its beak. +5 to hit, reach 5 ft, 1 target. Hit: 1d6 +2 [Piercing] damage.
Additionally, if both claws hit, the kappa can attempt to grapple its enemy instead, and prefers to do so if near a body of water, where it will drag the victim under and attempt to drown said victim.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
This odd creature shares the traits of both humanoid an turtle. Standing upright though hunched, it has a human-like face and eyes with the beak of a turtle. Its hands and feet are webbed and its body encased in a turtle's shell. Atop its head is a shallow depression that appears to be filled with stagnant water. This depression is surrounded by a tonsure of scraggly, unkempt hair.
Kappa are mischievous, and sometimes malevolent fey who delight in fooling unwary travelers and robbing them of their belongings, and in some cases, their lives (if the mood strikes them). Kappa can be found in or near any body of water near the shoreline, where they lair in submerged, hidden caves or grottoes. Fortunately, Kappa can be reasoned with and they enjoy contests of skill and athletics, particularly wrestling. If the intended victim of kappa mischief can manage to remove the water from the kappa's head in a contest of strength or trickery, the wily fey will submit and let the traveler continue on their way and even provide them with useful information about the area. When the water is removed, the kappa will honor its bargain and the immediately make its way to the nearest source of water to refill the depression. If the kappa remains without water in the depression for a 24 hour period, it will die. In order to remove the water from a kappa's head, the opponent must wrestle or knock the creature to the ground by either guile or a contest of strength. This is no easy feat as kappa are both strong and nimble, and have an uncanny sense of balance when it comes to keeping the water atop their head where it belongs.
Kappa are also extremely adept at surprising and ambushing interlopers, particularly those whom they would be unable to reason with or use guile. The kappa will submerge itself in the body of water near its lair and wait until its intended victim passes nearby, then it will pounce from stealth and attempt to drag its prey into the water and drown it.
Kappa are omnivorous and eat everything form vegetables to the flesh of humanoids, however they are particularly fond of cucumbers or horseflesh, and a gift (or trade) of either will be met wit great appreciation.