Kappa (CR 2)
AC: 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17
Hit Dice: 4d8+3 (21 hp); DR: 5/magic
Fort +1, Ref +7, Will +6
Speed: 20 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -5
Attack: 2 claws +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 1d3+3
Special Attacks/Actions: Improved grab
Abilities: Str 16, Dex 17, Con 10, Int 7, Wis 14, Cha 11
Special Qualities: Water immunity, fast healing 3, head bowl,
Feats: Toughness; Weapon Focus (claw)
Skills: Escape Artist +5, Hide +8, and Listen +6
Advancement: By character class
Climate/Terrain: Any aquatic
Organization: Solitary or brood (2-5)
Improved Grab (Ex): To use this ability, the kappa must hit with both claw attacks.
Water Immunity (Su): Kappas are immune to water-based spells, including any spell with the word "water" in its name and shugenja or wu jen spells from the water element.
Head Bowl (Su): The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, and negates its fast healing ability.
Generally, a kappa's behavior is unpredictable and extreme. Kappas delight in the discomfort of others, but they are usually polite at first, even to potential prey. Potential victims can sometimes placate them by appealing to their vanity - complimenting their manners or offering gifts, for example. But a hungry, insulted, or simply ornery kappa shows no mercy. Kappas enjoy rending victims with their claws, but sometimes engage in wrestling contests.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.