Kappa River King 河童
Huge monstrosity (yokai), typically chaotic evil
Armor Class 22 (natural armor, tough shell)
Hit Points 440 (35d10 + 245)
Speed 40 ft., swim 60 ft.
STR 28 (+9) · DEX 20 (+5) · CON 24 (+7) · INT 16 (+3) · WIS 18 (+4) · CHA 14 (+2)
Saving Throws Str +16, Con +14, Wis +11
Skills Athletics +16, Perception +11, Stealth +12, Survival +11
Damage Resistances acid, lightning, thunder; bludgeoning/piercing/slashing from nonmagical
Damage Immunities cold, poison
Condition Immunities exhaustion (water), poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Yokai Speech, Aquan, Common (rarely speaks), telepathy 30 ft. with aquatic creatures
Challenge 20
Traits
Dish of Power (Royal Sara).
Full Dish. The Kappa gains advantage on Strength checks/saves, regenerates 20 HP at the start of each turn if ≥ 1 HP, and deals +14 (4d6) damage on melee hits.
Spilling the Dish. Knocked prone or forced to bow -> DC 20 Dex save or water spills. Loses these benefits until it fully submerges or finishes a short rest.
Aquatic Tyrant. The Kappa can summon lesser aquatic yokai or beasts as servants. As a bonus action, it issues telepathic commands to fish, giant turtles, or giant crocodiles in a 120-foot radius— these creatures obey if present.
Mythic Sorcery. The Kappa can cast watery illusions and shape water at will. Spellcasting ability: Wisdom (DC 19, +11 to hit):
At will: minor illusion (PHB, p. 260)
3/day each: control water (PHB, p. 227), ice storm (PHB, p. 252), dispel magic (PHB, p. 234)
1/day each: tsunami (PHB, p. 284)
Legendary Resistance (3/Day). If the Kappa fails a save, it can choose to succeed instead.
Actions
Multiattack. The Kappa makes four attacks: up to three Claw and one Bite, or three attacks and uses Drag Below.
Claw (Massive). Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 9) slashing damage. If the target is a creature, it must succeed on a DC 20 Constitution save or be cursed until the end of its next turn: speed -10 ft., can’t Dash.
Bite (Iron Fangs). Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Hit: 26 (4d8 + 8) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 20 Constitution save or have its hit point maximum reduced by the necrotic amount (until finishing a long rest). If HP max hits 0, the target dies.
Drag Below (Bonus Action, Grappled Target Only). The Kappa tries to yank a grappled foe 10 ft. in a chosen direction (DC 20 Strength save or knocked prone and moved). If underwater, the target may become fully submerged.
Steal Intellect (Recharge 5-6). The Kappa targets a creature it can see within 60 ft. that’s at least partially wet or submerged. The target must make a DC 19 Intelligence saving throw, taking 36 (8d8) psychic damage on a failure and becoming stunned until the end of the Kappa’s next turn. On success, half damage and not stunned.
Bonus Actions
Shell Bash. The Kappa slams a creature within 5 ft. Melee Weapon Attack: +16 to hit, one target.
Hit: 15 (2d8 + 6) bludgeoning, and the target must succeed on a DC 20 Strength save or be knocked prone.
Watery Dash. If in contact with water, the Kappa dashes up to half its swim speed without provoking opportunity attacks.
Reactions
Sara Defense (Royal) (1/Short Rest). If damage would drop the Kappa to 0 HP while dish is full, it can attempt a DC 20 Dex save. On success, it remains at 1 HP instead and spills the dish (losing Full Dish benefits).
Lore
Now a mythic Kappa of colossal power. This “River King” has lived centuries, terrorizing entire river systems and even clashing with lesser fiends.
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. 31 · Fern Flower Press