Kappa Tidekin - AI-generated fantasy Monster

Kappa Tidekin

Fishermen tell of kappas who bargain for safe passage, trade secrets, or the occasional favour — but they also tell of missing swimmers and stolen babies in old tales. Many coastal cultures leave small dishes of water at the edge of the tidepools as offerings to appease local kappas.

SmallYokai(Yokai)CR Moderate (CR 3)Chaotic Neutral

Kappa Tidekin

AmphibiousTricksterCoastalYokai
HP52AC15SPD30 ft., Swim 40 ft.CR3 (700 XP)StealthDeceptionPerception
STR
14
DEX
15
save
CON
16
INT
13
WIS
12
save
CHA
14
Amphibious. The kappa can breathe air and water.
Head Basin. The shallow depression atop the kappa's head holds water. While the basin contains at least 1 pint of water the kappa has advantage on Strength checks and Strength saving throws and its Shell Bash deals an extra 3 () bludgeoning damage. If the basin is emptied or the water is spilled the kappa loses these benefits until the basin is refilled. Refilling requires a willing creature or simple action to pour water into the basin or 1 minute to collect water from a natural source.
Mischievous Guile. The kappa is practiced at small deceptions and tricks. It has advantage on Dexterity (Stealth) checks made to hide in coastal vegetation or shallows, and on Charisma (Deception) checks to distract or fool a single target.
Refreshing Depths. While submerged or wading in water, the kappa regains 5 hit points at the start of its turn once per short rest as long as its basin contains water.
Beak Grab. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage and the target is grappled (escape ) if it is a Small or smaller creature. While grappled in this way the target is restrained and the kappa can attempt to pull the target 5 feet toward a body of water it can see as a bonus action.
Shell Bash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage. If the kappa's Head Basin currently holds water, the target takes an additional 3 () bludgeoning damage and must succeed on a Strength saving throw or be shoved 10 feet and knocked prone.
Trickster's Mist. The kappa releases a shower of mist and tricking lights. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be charmed or frightened (kappa's choice) for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The kappa can use this once, regaining the use on a short or long rest.
Splash Shield. When a creature the kappa can see moves within 5 feet of it, the kappa may slam its shell to create a splash. The attacker must succeed on a Dexterity saving throw or have disadvantage on its attack roll.
Cantrips
Innate TrickeryIllusion Innate. The kappa can cast the following spells, requiring no material components. Charisma is its spellcasting ability (spell save DC 13). At will: minor illusion, prestidigitation. 1/day each: disguise self, fog cloud.
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