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This reptilian humanoid has a face like a cross between an ape’s and a tiger’s. Large fish-like scales cover its body and a set of wicked claws grow from its kneecaps in addition to its hands and feet.

Source Demiurge113
Originally posted on Probing the Membrane of Science

Those who live near the water’s edge understand the dangers posed by kappa. These amphibious humanoids are tricksters and pranksters, but they are usually violent only when met with violence. When kappa become more violent and aggressive, it is a sign that their activities may be controlled by a suiko. Suiko are cousins of the kappa, but lack both the physical and psychological weaknesses of their kin. A suiko’s skull is fully closed, trapping its life-giving water within, and suiko care nothing for politeness or cucumbers – only the allure of gold and blood can sate their desires.

Suiko are giants among the kappa, but are still fairly short – being the height of a dwarf, but lean and lanky. They are bullies through and through, happiest when controlling a gang of weaker creatures (especially kappa) through threats, violence and mind-altering magic. Most suiko are ambitious creatures and may gain power through the service of more magical and fearsome aquatic monsters such as sea-going dragons, giants or krakens. Suiko are as comfortable in salt water as freshwater, and their schemes can bring those far from the sea into the clutches of malign oceanic interests.

Suiko delight in wrestling even more than do their smaller relatives, but when a suiko grabs hold of an opponent, it aims to kill. The clawed knees and feet of a suiko allow it to rapidly shred a held victim, and their hollow fangs drain blood quickly. Legends attribute to suiko soul-stealing abilities, rumors that the suiko themselves are happy to spread, but this is likely an exaggeration of their talent for necromantic magic.

Suiko CR 8
XP 4,800

NE Medium monstrous humanoid (aquatic)

Init +5; Senses darkvision 60 ft., Perception +11
AC 20, touch 15, flat-footed 15 (+5 Dexterity, +5 natural)

hp 103 (9d10+55)

Fort +11, Ref +11, Will +10

DR 5/cold iron; Resist acid 10, cold 10
Speed 30 ft., Swim 40 ft.

Melee bite +14 (1d8+3), 2 claws +14 (1d6+3 plus grab)

Special Attacks blood drain (1d4 Constitution), nimble grappler, rake (4 claws +14, 1d6+3)

Spell-like Abilities CL 9th, concentration +11

At will – invisibility, ventriloquism (DC 13)  

3/day – chill touch (DC 13)

1/day – charm monster (DC 16, creatures with the aquatic subtype only), enervation, inflict serious wounds (DC 15), vampiric touch
Strength 17, Dexterity 20, Constitution 23, Intelligence 11, Wisdom 14, Charisma 14

Base Atk +9; CMB +13 (+17 grapple); CMD 26

Feats Agile Maneuvers, Great Fortitude, Iron Will, Stealthy, Weapon Finesse

Skills Escape Artist +17, Intimidate +11, Perception +11, Sense Motive +8, Stealth +16, Swim +20; Racial Modifiers +4 Escape Artist

SQ amphibious
Environment temperate aquatic

Organization solitary, pair, band (3-6) or gang (1d6 plus 4-24 kappa)

Treasure double standard
Nimble Grappler (Ex) A suiko can make rake attacks the round that it successfully grapples an opponent. In addition, a suiko takes no penalty to Dexterity when grappling and is not flat-footed when pinning an opponent.
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