Mythic Kapre

Mythic Kapre CR 12/MR 5

XP 19,200
CN Huge plant (mythic)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +22
Aura confounding (100 ft., DC 21)

DEFENSE

AC 29, touch 10, flat-footed 27 (+2 Dex, +19 natural, –3 size)
hp 197 (15d8+130)
Fort +13, Ref +9, Will +9
DR 10/epic and slashing; Immune plant traits

OFFENSE

Speed 50 ft., climb 30 ft.
Melee 2 slams +18 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks blow smoke, embers, mythic power (5/day, surge +1d8), reprisal
Spell-Like Abilities (CL 14th; concentration +18)

STATISTICS

Str 28, Dex 15, Con 19, Int 12, Wis 15, Cha 18
Base Atk +11; CMB +22; CMD 34
Feats Combat Reflexes, Diehard, Endurance, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Climb +21, Disable Device +9, Perception +22, Sense Motive +9, Stealth +18, Survival +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common; speak with plants
SQ tree meld, wishing stone

SPECIAL ABILITIES

Blow Smoke (Su)

Smoke constantly drifts from a kapre’s mouth, and as a standard action it can exhale a 30-foot cone of smoke. Any creature in the area must succeed at a DC 20 Fortitude save or be nauseated for 1 round. This is a poison effect, and the save DC is Constitution-based. A mythic kapre’s smoke persists until the beginning of its next turn. The smoke obscures sight as per obscuring mist. Any creature ending its turn in the smoke must succeed at the above Fortitude save or be nauseated until the end of its next turn. The kapre can expend one use of mythic power as a swift action to cause the smoke to remain for an additional round.

Confounding Aura (Su)

A magical aura surrounds a kapre, confusing and distracting its foes. Within a kapre’s aura, the DC of all Survival checks is increased by 15, and creatures trained in Survival are no longer able to automatically determine true north. On top of this, any creature within a kapre’s aura must succeed at a DC 21 Will saving throw when it enters the area or take a –4 penalty on concentration checks, initiative checks, and skill checks. A kapre can suppress this aura at will.

Distracting Rustles (Su)

A mythic kapre can use illusory magic to create the effect of rustling trees in a forest. This grants the kapre and all its allies within a 100-foot radius a +2 flanking bonus against creatures failing a DC 21 Will save. Creatures affected by a kapre’s confounding aura take a –4 penalty on this save.

Embers (Su)

Once per day, a mythic kapre can expel a 5-footdiameter cluster of embers as a move action. The embers last for 5 rounds, and the kapre can direct their movement as a swift action. When they enter a square with a creature, it affects the creature as if mythic faerie fire were cast on it. The kapre can choose to augment the effect as per the spell.

Hidden Protector (Su)

A mythic kapre maintains its invisibility, as per greater invisibility, when it would otherwise break invisibility with respect to non-mythic creatures. It must reuse its spell-like ability to become invisible to mythic creatures.

Reprisal (Su)

A mythic kapre reduced below 0 hit points gains a +2 enhancement bonus on attack and damage rolls. It may also expend one use of mythic power as a swift action to remove the staggered condition when using the Diehard feat (this does not apply to a staggered condition caused by another effect) for 1 round.

Tree Meld (Su)

A kapre can meld with any tree, similar to how the spell meld with stone functions. It can remain melded with a tree as long as it wishes.

Wishing Stone (Su)

A mythic kapre possesses a white stone through which it can grant a single limited wish. A creature aware of the stone and its power must go beyond mere capture of the kapre to obtain the limited wish. Each mythic kapre has a specific set of tasks which the aspiring creature must perform (typically involving at least two CR 15 or higher encounters and skill or ability checks with a minimum DC of 30).

ECOLOGY

Environment warm and temperate forests
Organization solitary
Treasure none

Roots and branches twist across the body of this huge, oddly proportioned humanoid to form impressive knots of muscle. Its many eyes shine with a warm glow like burning embers.

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.

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 (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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