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    Kappa Patriarch 河童

    Large monstrosity (yokai), typically neutral evil

    Armor Class 19 (natural armor)

    Hit Points 255 (30d10 + 90)

    Speed 40 ft., swim 50 ft.

    STR 22 (+6) · DEX 18 (+4) · CON 16 (+3) · INT 12 (+1) · WIS 16 (+3) · CHA 10 (+0)

    Saving Throws Str +11, Con +8, Wis +8

    Skills Athletics +11, Perception +8, Stealth +9, Survival +8

    Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities exhaustion (while submerged in water)

    Senses darkvision 60 ft., passive Perception 18

    Languages Yokai Speech, understands Common and Aquan (rarely speaks)

    Challenge 15

    Traits

    Aquatic Overlord. The Kappa has advantage on Dexterity (Stealth) checks while partially or fully submerged, and can breathe air and water. It can hold its breath indefinitely underwater. Additionally, if grappling a creature in water, it deals 7 (2d6) extra bludgeoning damage each turn the grapple persists.

    Dish of Power (Greater Sara). The dish-like hollow on its head is crucial:

    • Full Dish. While the dish remains full of water, the Kappa has advantage on Strength checks/ saves, regains 10 hit points at the start of each of its turns if it has ≥ 1 HP, and deals +7 (2d6) damage on melee attacks.

    • Spilling the Dish. If the Kappa is knocked prone or forced to bow, it must succeed on a DC 18 Dexterity save or spill the dish. Once spilled, it loses these benefits until it submerges its head in water again (or completes a short rest).

    Actions

    Multiattack. The Kappa makes three attacks: two with Claw and one with Bite, or two with Claw and uses Drag Below.

    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

    Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, it must succeed on a DC 18 Constitution save or be cursed until the end of its next turn, losing the ability to take the Dash action and having its speed reduced by 10 feet.

    Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

    Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage. A creature taking necrotic damage must succeed on a DC 18 Constitution save or have its hit point maximum reduced by that necrotic amount (until finishing a long rest). If HP max reaches 0, the target dies.

    Drag Below (Bonus Action, Grappled Target Only). The Kappa yanks a creature it’s grappling downward or onto dangerous terrain. The target must succeed on a DC 18 Strength save or be knocked prone and pulled up to 10 feet in a direction of Kappa’s choice. If this occurs in water, the victim might be fully submerged.

    Steal Intellect (Recharge 5-6). The Kappa targets a creature submerged in water or significantly soaked within 30 feet. The target must make a DC 17 Intelligence save, taking 28 (8d6) psychic damage on a failed save and becoming stunned until the end of its next turn. On a success, it takes half damage and isn’t stunned.

    Bonus Actions

    Shell Spin. The Kappa briefly withdraws into its shell (if it has one; some do, others don’t), rotating with force. One creature within 5 feet must succeed on a DC 16 Dexterity save or take 14 (4d6) bludgeoning damage and be pushed 5 feet away.

    Reactions

    Sara Defense (1/Short Rest). If an attack would reduce the Kappa to 0 HP while its dish is full, it can attempt a DC 15 Dexterity save. On a success, it remains at 1 HP instead and spills the water from its dish (losing its Full Dish benefits). It can’t do this again until it refills the dish or completes a short rest.

    Lore

    An ancient, formidable Kappa Patriarch who has lived centuries, mastering both martial prowess and aquatic sorcery.

    Kappa 河童 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. 30 · Fern Flower Press