Kappa
![Picture](/uploads/3/2/8/5/3285221/2776599_orig.jpg)
type- water / spirit
rank- D
HP- 25
AP- 2
DP- 3
MV- 20 land / 40 swim
DG- + 6
BK- + 8
GR- + 14
ht- 3ft
wt- 75lbs
nature- heartless stalker
region- spirit world
Bio-
Attacks-
claw - +7 hit / 5 dmg+ grapple (escape -2)
Water jet - 40ft line , + 9 hit / 12 dmg + 10 ft knock back
drowning trance- grappled foe, GR 17 or no longer attempt to resist
Shell curl - can remain in grapple but becomes a dead weight that cannot be lifted or moved except by water
Abilities
when it lands the killing blow to a target it gain + 3 to all attacks and damage for 3 rounds
can eat a fresh kill to refill 5 hp / AP spent eating
has 1 extra AP when swimming , and + 10 stealth
DR 3 / bludgeoning
burn resistance 10
resist 1 magical attack / turn
Components-
4 Webbed claws (water)
Necklace (6 components) D
+ breath under water
Belt (10) B
+ heal full HP, CHK, STM from a fresh cooked formal meal
+ 5 STM
Boots (8) C
+ move full movement swimming
+ 10ft movement in rain
+ walk on water
- 5 movement speed
1 Head water (spirit)
Expendable elixir (1 component) E
+ become extremely hungry and thirsty
Expendable elixir (2 components) D
+ heal 20 HP
Expendable Elixir(3 components) C
+ all jutsus have 10 ft knock back for 6 hours
+ all jutsus cost 20% less to cast
rank- D
HP- 25
AP- 2
DP- 3
MV- 20 land / 40 swim
DG- + 6
BK- + 8
GR- + 14
ht- 3ft
wt- 75lbs
nature- heartless stalker
region- spirit world
Bio-
Attacks-
claw - +7 hit / 5 dmg+ grapple (escape -2)
Water jet - 40ft line , + 9 hit / 12 dmg + 10 ft knock back
drowning trance- grappled foe, GR 17 or no longer attempt to resist
Shell curl - can remain in grapple but becomes a dead weight that cannot be lifted or moved except by water
Abilities
when it lands the killing blow to a target it gain + 3 to all attacks and damage for 3 rounds
can eat a fresh kill to refill 5 hp / AP spent eating
has 1 extra AP when swimming , and + 10 stealth
DR 3 / bludgeoning
burn resistance 10
resist 1 magical attack / turn
Components-
4 Webbed claws (water)
Necklace (6 components) D
+ breath under water
Belt (10) B
+ heal full HP, CHK, STM from a fresh cooked formal meal
+ 5 STM
Boots (8) C
+ move full movement swimming
+ 10ft movement in rain
+ walk on water
- 5 movement speed
1 Head water (spirit)
Expendable elixir (1 component) E
+ become extremely hungry and thirsty
Expendable elixir (2 components) D
+ heal 20 HP
Expendable Elixir(3 components) C
+ all jutsus have 10 ft knock back for 6 hours
+ all jutsus cost 20% less to cast