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Kapre

Huge plant, chaotic neutral

Armor Class 17 (natural armor)
Hit Points 241 (23d12+92)
Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 19 (+4) 12 (+1) 15 (+2) 18 (+4)

Saving Throws Cha +8, Con +8, Str +10
Condition Immunities charmed, frightened
Skills Perception +10, Stealth +16
Senses darkvision 60 ft., passive Perception 20
Languages Common
Challenge 12 (8,400 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The kapre’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
  • Reprisal. A kapre reduced below half of its maximum hit points gains advantage on attack rolls.

ACTIONS

  • Multiattack. The kapre makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, 1reach 5 ft., one target. Hit: 49 (6d10 + 6) bludgeoning damage.
  • Blow Smoke. The kapre can exhale a 30-foot cone of smoke. Any creature in the area must succeed at a DC 17 Constitution saving throw or be stunned for 1 round. Any creatures immune to being poisoned are immune to this effect.
  • Embers. The kapre can expel a 5-foot-diameter cluster of embers. The embers last for 5 rounds, and the kapre can direct their movement as a bonus action. The embers can move up to 10 feet per round. When they enter a square with a creature, it affects the creature as if faerie fire were cast on it. The kapre can choose to augment the effect as per the spell.
  • Tree Meld. A kapre can meld with any tree, similar to how the spell meld into stone functions. It can remain melded with a tree as long as it wishes.

ABOUT

Formed of dense tree matter, they are as much part of the forest as their botanical brethren. Their intimidating physical size, territorial nature, and unusual approach to friendship often bring them into conflict with tribesmen and aggressive explorers. Furthermore, misleading myths paint them as vicious wife-stealers, violent demons, and even bringers of riches to those who can trap them. In truth, these arboreal giants are only dangerous to those who threaten the environs under their protection.

With slender limbs and thick, gnarled torsos made of twisted trunks and boughs, kapres are awkwardly humanoid in appearance, but have such rich personalities that those lucky enough call them “friend” see them as more people than plants. Festooned with hanging vines or seasonal blossoms, kapres blend in perfectly with the surrounding forest. Were it not for the soft glow of their eyes, they could be mistaken for treants.

Green Guardians. Vehement defenders of unusual natural locations, kapres have a complicated relationship with the “civilized” races. Exceedingly secretive and wary, kapres prefer to avoid conflict where possible, using their imposing size and confounding auras to intimidate would-be invaders. Leaning out of huge trees, they blow smoke onto lost explorers, persuading them to flee from the locations the kapre protects.

Even in peaceful discussions, they rarely drop their auras, aware that the most honeyed tongue can hide the cruelest intent. If things turn sour, they deal out fast and serious damage with their great wooden fists, and if their domain is breached, they fight to the death to turn invaders away.

Though kapres are fearsome when their ire is raised, they are careful (and reasonable) enough to allow retreating aggressors to escape.

Section 15: Copyright Notice
Asian Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Jason Nelson, Andrew Ha, Aurélien Lainé, Dan Dillon, Ismael Alvarez, James-Levi Cooke, Robert J. Grady, Jeff Ibach, Matt Kimmel, and Thurston Hillman