Goto Kappa (5e Creature)
Goto Kappa
Medium humanoid, chaotic neutral or any evil alignment Armor Class 17 (natural armor)
Saving Throws Str +5, Con +5 Hold Breath. The kappa can hold its breath for 30 minutes. ACTIONSMultiattack. The kappa makes two attacks: one with its bite and one with its slam. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the kappa can't bite another target. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage.
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Goto kappa are legendary brutes distantly related to their kappa cousins but far more brutish and terrifying. They appear humanoid but also very much like an alligator turtle with razor-sharp and powerful beak with heavy thickly scaled claws and blunt fingers. They wrestle like professional human sumo wrestlers and they punch hard like kung fu masters. It is said that the goto kappa were created by the arrogant uraga to act as enforcers and guardians of their serpent temples in the deep jungles of the south. |
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