Mythic Kappa

Mythic Kappa CR 3/ MR 1

XP 800
CN Small monstrous humanoid (aquatic, mythic)
Init +3; Senses darkvision 60 ft.; Perception +2


AC 21, touch 13, flat-footed 19 (+2 Dex, +8 natural, +1 size)
hp 29 (3d10+13)
Fort +4, Ref +5, Will +5
Defensive Abilities ancient shell; Resist acid 5, cold 5
Weaknesses head bowl


Speed 20 ft., swim 40 ft.
Melee 2 claws +5 (1d3+1 plus grab)
Special Attacks grab (Medium), mythic power (1/day, surge +1d6), rake (2 claws +5, 1d3+1)


Str 12, Dex 15, Con 13, Int 8, Wis 15, Cha 10
Base Atk +3; CMB +3 (+7 grapple); CMD 15
Feats Great Fortitude, Nimble Moves
Skills Escape Artist +10, Heal +5, Sense Motive +5, Swim +9; Racial Modifiers +4 Escape Artist
Languages Aquan, Common
SQ amphibious


Ancient Shell (Ex)

The mythic kappa has lived an exceptionally long live, and as such, its shell has expanded and hardened beyond that of a non-mythic kappa’s carapace. A mythic kappa’s natural armor bonus is increased to +8 and the mythic kappa’s Dexterity is reduced by 2. In addition, the mythic kappa can spend a full-round action to “turtle up”.

While turtling, the kappa can take no actions, but gains an additional +8 to its natural armor bonus.

At the beginning of its turn, the mythic kappa can voluntarily come out of its shell and take actions as normal, but doing so causes the kappa to lose the additional +8 bonus to its natural armor.

Head Bowl (Su)

The basin atop a kappa’s head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn’t have to be from the kappa’s home, but the kappa refills its head bowl from there at its first opportunity.

Water Gourd (Su)

Wizened by age, the mythic kappa keeps a gourd of water from its home with it at all times. In the hands of the mythic kappa, this gourd never runs out of water. The mythic kappa can use this gourd to cast create water at will.

Once per day, the kappa can allow a creature to drink from its gourd to gain the benefit of aid (CL 3rd). The gourd does not function in this way for any creature other than the mythic kappa. In addition, the mythic kappa can expend one use of mythic power to cast create water as a swift action.


Environment any lake or river
Organization solitary, pair, or bale (3-6)
Treasure standard (water gourd, other treasure)

This humanoid turtle crouches near the water, a suspicious look in its eyes. The top of its bowl-shaped head is filled with water.

A kappa is a strange amphibian resembling a humanoid turtle. It dwells in fresh water, preferring a stream or river to a lake or pond.

The creature has a shallow basin in the top of its head, in which the creature carries water from its home at all times.

Kappas are puckish and like to play tricks on those who pass near or swim in their home. Kappa pranks are usually harmless and annoying, such as peeking under robes, stealing a bathers’ clothing, or pretending to be an aquatic predator. A kappa might also challenge others to grappling matches, hoping potential foes underestimate its wrestling ability.

Those wise to the ways of kappas know the creatures have a few weaknesses. First of all, kappas love cucumbers and horseflesh. If plied with such treats, a kappa is likely to not bother intruders, and might even be convinced to offer aid. Further, despite a kappa’s penchant for pranks, it is unfailingly polite to courteous visitors.

A kappa confronted with a verbal rebuke rather than combat quickly and almost shamefully apologizes for its pranks, begging for forgiveness.

If its head bowl is emptied, a kappa usually remains stationary and pleads for help, continuing to fight only if forced to. An opponent who refills the kappa’s head bowl after spilling it receives the kappa’s deepest gratitude.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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