The kappa are a race of amphibious humanoid
creatures found in lakes, ponds, rivers, and streams of
fresh water. They are little creatures,
standing approximately two feet high with the general proportions of a
young boy. On their back is a thick tortoise-like
shell (AC -2 for back attacks). The top of their head is concave,
forming a small bowl filled with water.
Vampiric kappa also have eyes which glow with a red fire.
All kappa possess incredible Strength (18/00),
giving them a +3 on their chance to hit in combat and the
damages listed above. In addition, they
are masters of one style of martial arts (including 1 d6 special
maneuvers of that style). In combat, they
fight with their clawed hands, rending their opponent. In addition,
vampiric kappa attack with their bite.
Once a successful bite has been scored, the vampiric kappa retain the grip,
draining one point of Strength each round
(but causing no further damage). This grip can only be broken by
slaying the vampiric kappa, emptying the
bowl in the top of its head, or making a successful bend bars/lift gates
roll. If the victim's Strength reaches
0, he is slain. In addition, there is a 50% chance that the victim contracts
a
debilitating disease from the bite. This
disease causes the loss of 1-3 Strength points per day until cured or the
victim dies. If the disease is cured,
Strength points are recovered at the rate of 2-5 points per day of rest.
All
kappa are able to regenerate damage at
the rate of 1 hit point per round.
As mentioned above, kappa are a water-dwelling
race of creatures, and they draw their power from
water. The bowl in the top of their head
is filled with water from the particular stream or lake that is their lair.
So long as this bowl remains filled, the
kappa possesses its powers. Should the bowl ever be emptied, the kappa
loses its powers. Its Strength becomes
normal and it loses the ability to regenerate damage. Furthermore, the
kappa loses hit points at the rate of
2 per round until the water is restored. Although they can infrequently
be
tricked into bowing (thus spilling the
water), most kappa are more clever than this. In combat, the water can
be
spilled if the opponent makes a successful
bend bars/lift gates roll for this
purpose or a martial arts throw special
maneuver. Otherwise, the natural agility and grace of the kappa are
sufficient to prevent spillage. The kappa
is immune to water-based spells.
Kappa live in bodies of fresh water, making
their lairs under rocks and bridges. They normally appear to
waylay lone travelers, dragging them underwater
to their doom. They are also particularly fond of horseflesh
and often attempt to grab and drag these
creatures underwater. It is said that they are also fond of melons and
cucumbers and can be appeased by offerings
of these. In areas where kappa are known to live, it is a common
practice to throw a few of these fruits
into the water before crossing a bridge or straying too near the bank,
in
hopes that the kappa does not molest the
traveler.
Q: Do kappa get a
damage bonus as
well as a "to hit" bonus
for high
strength?
A: The kappa's damage
bonus is subsumed
in the damage range listed.
They do get
the "to hit" bonus, just
as the description
states.
(121.24)
Common
Kappa
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 3/-2
MOVE: 6" // 18"
HIT DICE: 4
% IN LAIR: 70%
TREASURE TYPE: [D]
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-10/5-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic evil
SIZE: S
LEVEL/X.P. VALUE: III | 135 + 4
Vampiric
Kappa
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 0/-2
MOVE: 9" // 18"
HIT DICE: 7+7
% IN LAIR: 80%
TREASURE TYPE: [D]
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 5-10/5-10/1-6
SPECIAL ATTACKS: Strength drain
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: S
LEVEL/X.P. VALUE: VI | 1,000 + 10