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A skulking humanoid with a turtle-like shell creeps forth. Its webbed hands and feet sit at the ends of gangly limbs, and it bears a toothy beak. Its head opens into a shallow bowl full of water.

Taken from the Creature Codex

Odd and awkward relatives of the notorious kappa, garappa are easiest to distinguish from their kin by their elongated limbs. On land, a garappa stands as tall as a human, and their knees stand above their head when the creature sits. Although faster than a kappa, garappas are overall frailer and more delicate, leading them to be shy and cautious creatures.

Like a kappa, garappas will engage in pranks and games at the expense of a traveler if they think they can get away with it, but do not come into contact with humanoids frequently due to their isolationist habits. Garappas prefer still water to flowing and can be frequently found living in cold mountain lakes and ponds. Garappas are preferentially solitary, coming together only if resources are common or if forced to by human encroachment.  Despite their bestial appearances and simple way of life, garappas are experts in herbal medicine, and frequently know of exotic medicinal plants in their territory. It takes a silver tongue and a patient mind, however, to enlist a garappa to this purpose for anyone other than themselves.

Garappa CR 1

XP 400

CN Medium monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft., Perception +5


AC 12, touch 10, flat-footed 12 (+2 natural)
hp 13 (2d10+2)
Fort +1, Ref +3, Will +4
Resist acid 5, cold 5
Weakness gangly, head bowl


Speed 30 ft., swim 50 ft.
Melee 2 claws +3 (1d4+1), bite +3 (1d4+1)
Special Attacks grab (Medium)


Str 13, Dex 11, Con 12, Int 8, Wis 13, Cha 10
Base Atk +2; CMB +2 (+6 grapple); CMD 12
Feats Skill Focus (Heal)
Skills Escape Artist +4, Heal +6, Knowledge (nature) +0, Perception +5, Stealth +5, Swim +9; Racial Modifiers +4 Escape Artist

Languages Aquan, Common
SQ amphibious, healing hands


Environment cold and temperate freshwater
Organization solitary, pair or bale (3-6)
Treasure standard

Special Abilities

  • Gangly (Ex) A garappa’s awkward limbs cause it to be treated as one size category smaller than its actual size for determining carrying capacity, combat maneuver bonus and other effects that affect creatures of different sizes differently.
  • Healing Hands (Ex) A garappa takes no penalty on Heal checks to treat deadly wounds if it does not possess a healer’s kit. A garappa can make a Heal check to treat deadly wounds in a minute, rather than the hour it usually takes.
  • Head Bowl (Su) The basin atop a garappa’s head contains water from its home river or lake. The water is emptied only if the garappa willingly tips its head or a creature pinning the garappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the garappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the garappa recovers from this condition immediately. This replacement water doesn’t have to be from the garappa’s home, but the garappa refills its head bowl from there at its first opportunity.
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