Kappa 河童
Medium monstrosity (yokai), typically neutral evil
Armor Class 16 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft., swim 40 ft.
STR 18 (+4) · DEX 14 (+2) · CON 18 (+4) · INT 10 (+0) · WIS 12 (+1) · CHA 8 (−1)
Saving Throws Str +7, Con +7
Skills Athletics +7, Perception +4, Stealth +5
Damage Resistances cold
Condition Immunities exhaustion (while submerged in water)
Senses darkvision 60 ft., passive Perception 14
Languages Yokai Speech, understands Common and Aquan but rarely speaks
Challenge 6
Traits
Aquatic Ambusher. The Kappa has advantage on Dexterity (Stealth) checks made while fully or partially submerged in water. It can hold its breath indefinitely underwater.
Dish of Power (Sara). Atop the Kappa’s head is a dish-like hollow containing water.
Full Dish. While the dish is filled with water, the Kappa has advantage on Strength checks and Strength saving throws, and it regains 5 hit points at the start of each of its turns if it has at least 1 hit point.
Spilling the Dish. If the Kappa is knocked prone or forced to bow (e.g., failing a contested Strength check designed to tip its head), it must succeed on a DC 15 Dexterity saving throw or spill the water from its dish. Once spilled, the Kappa loses the benefits above until it can refill the dish by fully submerging its head in a body of water or waiting until the start of its next short rest.
Actions
Multiattack. The Kappa makes two attacks: one with its Claw and one with its Bite, or two Claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) slashing damage. If the Kappa is grappling a target, it can attempt to Drag Below as a bonus action (see below).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) piercing damage, plus 3 (1d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if this effect reduces its hit point maximum to 0.
Drag Below (Bonus Action, Grappled Target Only). The Kappa attempts to yank its grappled foe underwater or onto dangerous terrain. The target must succeed on a DC 15 Strength saving throw or be knocked prone and pulled up to 10 feet in a direction of the Kappa’s choice (potentially below the water’s surface).
Steal Intellect (Recharge 5 - 6). The Kappa focuses bizarre aquatic sorcery on one creature it can see within 30 feet that is either submerged in water or otherwise drenched. The target must make a DC 15 Intelligence saving throw. On a failed save, it takes 14 (4d6) psychic damage and is stunned until the end of its next turn as its mind reels from alien aquatic visions. On a success, the target takes half damage and isn’t stunned.
Reactions
Shell Defense. When a creature the Kappa can see targets it with an attack, the Kappa can brace with its shell (if it has one; some Kappa do, others do not). It gains a +3 bonus to AC against that attack. After the attack is resolved, the Kappa can’t use this reaction again until the start of its next turn.
Behavior & Lore
Dwellers of Lakes & Rivers: Kappa prefer watery lairs where they can hide underwater, ambushing swimmers or unwary travelers.
Fear of Spilling: Despite their cunning, Kappa are often tricked by polite gestures (like a bow) or forced prone, spilling water from their head-basin.
Pointy Weapons: Many legends claim that Kappa are wary of spears or daggers. A well-armed foe may dissuade them from direct assault.
Malicious or Neutral: Some Kappa simply guard their territory, demanding “ransom” from trespassers. Others are openly cruel, drowning or tormenting humans for sport.
Lore
Amphibious creature with a water-filled head bowl, known for pranks.
Kappa are frequently described as mischievous water spirits: small creatures blending the traits of a turtle, monkey, and frog. They feature webbed hands and feet, a beak-like nose, a shell on their back, and a head of greenish hair. Their defining characteristic is a hollow atop the head, filled with water that grants them power. Should the water spill, the Kappa is left weakened and vulnerable.
Kappa are famously two-faced. On one hand, they may play tricks—stealing food, dragging unwary swimmers underwater, or harassing bathers. On the other, they can become unlikely allies if someone outwits them. One popular defense is to bow: compelled by courtesy, a Kappa will bow back, spilling the water from its head. Other accounts claim that offering cucumbers, their favorite food, can bribe them to leave you alone. Legend holds that Kappa adore cucumbers; in some regions of Japan, people used to slice a cucumber, inscribe it with their family name, and toss it into a river to appease these beings. Some legends say Kappa possess medical knowledge and healing abilities. In many ways, they embody the duality of water itself—life-giving, yet potentially deadly— while the creature itself teeters between playful and dangerous.
From Yokai Bestiary 5E, p. 28 · Fern Flower Press