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Kappa

Kappas are small, mischievous fey spirits with turtle-like features, known for their swimming abilities and a water-filled dish on their heads that grants them vitality. They can befriend other races and perform good deeds, but are also known to cause trouble, particularly with their affinity for stealing Animus from Kitsune. Kappas possess unique traits including natural armor, proficiency in Medicine and Athletics, and a requirement for spiritual meditation instead of sleep.

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0% found this document useful (0 votes)
17 views1 page

Kappa

Kappas are small, mischievous fey spirits with turtle-like features, known for their swimming abilities and a water-filled dish on their heads that grants them vitality. They can befriend other races and perform good deeds, but are also known to cause trouble, particularly with their affinity for stealing Animus from Kitsune. Kappas possess unique traits including natural armor, proficiency in Medicine and Athletics, and a requirement for spiritual meditation instead of sleep.

Uploaded by

yearoftherat123
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Created by u/Skill-Arbor Art by Pedro Vasconcellos

@Artstation
Kappa
Kappas are small, mischievous, cold-blooded spirits of the fey realm
with a turtle-like carapace on their back. They have webbed hands
and feet, which makes them excellent swimmers. Their skin is
usually green and always slimy while they have their water-filled
dish atop their head like a cap - making them reek of dead fish, but
granting them strength and vitality in turn.
Whenever a drowning occurs in a town near a thin veil to the Fey’s
plane, it is usually assumed that a Kappa got a hold of them, whether
it was to simply eat their flesh or steal their Animus; an
orb-manifestation of the creature’s spirit.
Younger Kappas usually live with their family, but adult Kappas are
found living out solitary lives. Their trickster urge will draw a Kappa
into mortal civilizations. It is common for them to befriend other
races, performing good deeds for them in the form of gifting fish or
watering their crops. Being from the Summer Court, they can’t help
but reciprocate shows of proper manners, but bowing in return just
might accidentally make them spill the water in their dish cap.
Cucumbers are the best way to in over a Kappa, and coating their
meal in spices like ginger is the best way to invite troublemaking.
Kappa Names: Ebb, Riverbend, Scute, Silt, Tangle, Tide, Zester.

Kappa Traits
You have the following racial traits.
Ability Scores. Choose one of: (a) Choose any +2; choose any
other +1 (b) Choose three different +1.
Creature Type. You are a Fey.
Age. Kappas reach adulthood by age 15 and live roughly 50 years.
Size. Kappas stand between 3 and 4 feet tall and average about 100
pounds. You are Small.
Speed. Your walking speed is 25 feet, and you have a swimming
speed equal to your walking speed.
Bonesetter. Your kind specializes in joint manipulation. You
therefore have proficiency in the Medicine skill. I once came across a Kapp
a in a trap set by monster
Darkvision. You can see in dim light within 60 feet of you as if it
the nearby jungle. There hunters in
was a dish on the ground
were bright light, and in darkness as if it were in dim light. You
scalp was completely bare. below and her
discern colors in that darkness only as shades of gray. She was sleeping when I
Poor thing nearly died of found her.
Natural Armor. You have a tough carapace on your back. When exhaustion without that wa
But boy did she stink like ter.
you aren't wearing armor, your base AC is 13 + Dexterity modifier. the hells when I got her int
You can use your natural armor to determine your AC if the armor o the river…
you wear would leave you with a lower AC. A shield's benefits apply
- Regis Marmor a’Liester
as normal while you use your natural armor. , Anthropologist
Spiritual Meditation. When you take a long rest, you must spend
at least six hours meditating with your eyes closed in an inactive,
motionless state, rather than sleeping. This state doesn’t render you
unconscious, and you can hear as normal.
Sumo Wrestler. You have proficiency in the Athletics skill, and you
double your carrying capacity and the amount you can push, drag, or
lift. Kappas and Kitsune
Water Dish. You have a metal cap on your head filled with water. A Kitsune’s tail is an extension of its Animus. Each time they earn a
If you fall Unconscious outside of water, your dish spills its water new Animus from their previous incarnations, they form a new tail.
and you suffer one level of exhaustion. Each time you finish a Long This makes them ripe targets for the Kappas. Kappas will often find a
Rest without a water-filled dish on your head, you suffer one level of Kitsune, making many attempts to trick them into giving up their
exhaustion. You can recover from this exhaustion only through magic Animus. This is part of the reason Kitsune disguise themselves and
or by refilling the dish and placing it back atop your head. If you lose live among the commonfolk; to lose the gaze of the Kappas.
the dish, you will find it again in the next body of water you come
across that is the same size as your dish or larger.
Languages. You can speak, read, and write Common and one other
language you and your DM agree is appropriate for your character.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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