Kapre

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.

Related Magic Item

Kapre Cigar