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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Roots and branches twist across this oddly proportioned creature to form knots of muscle. Its eyes burn like embers.
Kapre CR 10
XP 9,600
CN Huge plant
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
Aura confounding (100 ft., DC 21)
Defense
AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
hp 127 (15d8+60)
Fort +12, Ref +9, Will +9
DR 10/slashing; Immune plant traits
Offense
Speed 50 ft., climb 30 ft.
Melee 2 slams +17 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks blow smoke
Spell-Like Abilities (CL 14th; concentration +18)
Constant—speak with plants
At will—invisibility
Statistics
Str 26, Dex 15, Con 17, Int 12, Wis 15, Cha 18
Base Atk +11; CMB +21; CMD 33
Feats Alertness, Combat Reflexes, Diehard, Endurance, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Climb +20, Disable Device +11, Perception +22, Sense Motive +9, Stealth +18, Survival +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common; speak with plants
SQ tree meld
Ecology
Environment warm or temperate forests
Organization solitary
Treasure none
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.
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.
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.
Vehement defenders of the unusual locations of the natural world, kapres have a complicated relationship with the "civilized" races. 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 local tribes and aggressive explorers. With slender limbs and thick, gnarled torsos, kapres are awkwardly humanoid in appearance, and if not for the soft glow of their eyes they could be mistaken for treants.
Exceedingly secretive and wary, kapres prefer to avoid conflict, using their imposing size and confounding auras to intimidate any would-be invaders. Leaning out of huge trees, they blow smoke onto lost explorers, persuading them to flee.