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Kappa

Kappa are amphibious creatures, resembling a mix of human and turtle, known for their mischievous behavior and their affinity with water. They inhabit rivers, lakes, and other bodies of fresh water, often playing tricks on those who intrude upon their territory. Despite their trickster nature, they are bound by a strict code of honor and can become staunch allies if treated with respect.
ability score increase: Strength +2, Dexterity +1
age: Kappa mature at the same rate as humans but live up to 150 years.
alignment: Kappa are typically chaotic, valuing personal freedom and often engaging in mischievous acts. However, they have a strong sense of honor, which can lead them to lawful behavior under the right circumstances.
Size: Small
speed: Your base walking speed is 25 feet. You have a swimming speed of 30 feet.
Languages: You can speak, read, and write Common and Aquan.
race features:
Amphibious: You can breathe both air and water.   Water Dependency: You must immerse yourself in water for at least 1 hour each day. You can achieve this by spending 1 hour submerged in water or by being in contact with a significant source of water (like a river or lake) for the same duration. If you fail to do so, you suffer one level of exhaustion at the end of each day until you immerse yourself in water again.   Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC and advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, and you can't take reactions. You can emerge from your shell as a bonus action.   Kappa's Challenge: Kappa are bound by honor and must accept a formal challenge. As an action, you can challenge a creature within 30 feet of you that can see and hear you to a contest of skills (such as a contest of Strength or Dexterity). The creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, it must accept the challenge and engage with you in the contest. This effect ends if you or your target is attacked by a creature other than each other.  

Subrace:

Kappa have two main subraces: River Kappa and Lake Kappa. Choose one of these subraces.  

River Kappa

Ability Score Increase: Your Wisdom score increases by 1.   Swift Swimmer: Your swimming speed increases to 40 feet.   River's Resilience: You have advantage on saving throws against being poisoned and resistance to poison damage.  

Lake Kappa

  Ability Score Increase: Your Intelligence score increases by 1.   Calm Waters: You have proficiency in the Insight skill.   Mystic Waters: You know the shape water cantrip. Intelligence is your spellcasting ability for this spell.

Created by

Morgatron247.

Statblock Type

Race/Species

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