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rose, red rose, cigar, Kapre

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.

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)


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


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


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


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.

Kapre Cigars

Aura faint evocation and necromancy; CL 7; Slot none; Price 2,250 gp; Weight 4 lbs.


These 2-foot-long cigars never go out. They burn with a glow that sheds light like a candle, but does not burn other organic material. Smoking the cigar is dangerous for any but a kapre—and not just because of its size. Only a Medium or larger creature can attempt to smoke the cigar. Creatures doing so must succeed at a DC 16 Fortitude save or become nauseated for 1 hour. Each time a creature attempts to inhale, he or she must make another save, but receives a cumulative +1 bonus for each successful inhalation in the past 24 hours.

Once inhaled, the smoke can be exhaled to the detriment of nearby foes. The smoking creature must exhale within 1 round of inhaling or be nauseated for 1 round, coughing up the potent smoke into its own square. A Medium creature can blow the smoke as a standard action at one adjacent enemy. A Large or larger creature can blow the smoke in a 15-foot cone, also as a standard action. Creatures caught in the smoky cloud must succeed at a DC 16 Fortitude save or be nauseated for 1 round.


Feats Craft Wondrous Item; Special creator must be a kapre or creation must be completed under the supervision of a kapre; Cost 1,125 gpSection 15: Copyright Notice

Pathfinder Adventure Path #58: Island of Empty Eyes © 2012, Paizo Publishing, LLC; Author: Neil Spicer.


Environment warm and temperate forests
Organization solitary
Treasure none

Vehement defenders of unusual natural locations, 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 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.

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

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

Ecology from Pathfinder Adventure Path #58: Island of Empty Eyes © 2012, Paizo Publishing, LLC; Author: Neil Spicer.

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