Page 169 - Monster Manual Expanded III Dragonix
P. 169
Kapre At will: dancing lights, sleep (3rd level), suggestion, invisibility
1/day each: bestow curse, major image
Large fey, chaotic neutral
Smoke Breath (Recharges 5-6). The kapre exhales thick magical
smoke in a 20-foot cube. The smoke spreads around corners.
Armor Class 14 (natural armor)
Unless noted otherwise, the smoke doesn't obscure vision and
Hit Points 68 (8d10 + 24)
lasts for 1 minute or until a wind of moderate or greater speed (at
Speed 30 ft., climb 30 ft.
least 10 miles per hour) disperses it. The kapre chooses from the
following effects:
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 16 (+3) 1. Bewildering Smoke. Each creature that enters the smoke or
starts its turn there must succeed on a DC 13 Wisdom saving throw
or be charmed until the start of the creature's next turn. While
Saving Throws Dex +4, Cha +5
Skills Deception +5, Perception +4, Stealth +6 charmed in this way, a creature suffers the effect of the confusion
Senses darkvision 60 ft., passive Perception 14 spell without making a saving throw. The kapre doesn't need to
Languages Common, Sylvan concentrate on the spell.
2. Obscuring Smoke. The area of the smoke is heavily obscured.
Challenge 3 (700 XP) Proficiency Bonus +2
The kapre can see normally while in the smoke.
3. Stupefying Smoke. Each creature that enters the smoke or
Magic Resistance. The kapre has advantage on saving throws
starts its turn there must succeed on a DC 13 Intelligence saving
against spells and other magical effects.
throw. On a failed save, the target has disadvantage on Intelligence,
Actions Wisdom, and Charisma ability checks and saving throws until the
start of its next turn.
Multiattack. The kapre uses Smoke Breath, if available. It then
The kapre can only have 1 Smoke Breath effect at a time. If the
makes two melee attacks or two ranged attacks.
kapre exhales a new Smoke Breath while a previous one still exists,
Heavy Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
the previous Smoke Breath immediately dissipates and ends. The
Hit: 11 (2d6 + 4) bludgeoning damage.
kapre is immune to the effects of any kapre's Smoke Breath.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Change Shape. The kapre magically polymorphs into a Medium or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
smaller humanoid or beast, or back into its true form. It can revert
Innate Spellcasting. The kapre’s innate spellcasting ability is to its true form as a bonus action. Its statistics, other than its size,
Charisma (spell save DC 13). It can innately cast the following spells, are the same in each form. Any equipment it is wearing or carrying
requiring no material components: isn’t transformed. It reverts to its true form if it dies.
Kapre Elder Smoke Breath (Recharges 5-6). The kapre exhales thick magical
smoke in a 30-foot cube. The smoke spreads around corners.
Large fey, chaotic neutral
Unless noted otherwise, the smoke doesn't obscure vision and
lasts for 1 minute or until a wind of moderate or greater speed (at
Armor Class 14 (natural armor) least 10 miles per hour) disperses it. The kapre chooses from the
Hit Points 152 (16d10 + 64) following effects:
Speed 30 ft., climb 30 ft.
1. Bewildering Smoke. Each creature that enters the smoke or
starts its turn there must succeed on a DC 15 Wisdom saving throw
STR DEX CON INT WIS CHA
or be charmed until the start of the creature's next turn. While
20 (+5) 14 (+2) 18 (+4) 12 (+1) 15 (+2) 18 (+4)
charmed in this way, a creature suffers the effect of the confusion
spell without making a saving throw. The kapre doesn't need to
Saving Throws Dex +5, Wis +5, Cha +7
concentrate on the spell.
Skills Deception +7, Perception +5, Stealth +8
2. Mirthful Smoke. Each creature that enters the smoke or starts
Senses darkvision 60 ft., passive Perception 15
its turn there must succeed on a DC 15 Wisdom saving throw
Languages Common, Sylvan or be charmed until the start of the creature's next turn. While
Challenge 7 (2,900 XP) Proficiency Bonus +3
charmed, the target falls prone and starts giggling uncontrollably,
becoming incapacitated and unable to stand up. A creature with an
Magic Resistance. The kapre has advantage on saving throws Intelligence score of 4 or less isn’t affected.
against spells and other magical effects. 3. Obscuring Smoke. The area of the smoke is heavily obscured.
Actions The kapre can see normally while in the smoke.
4. Stupefying Smoke. Each creature that enters the smoke or
Multiattack. The kapre uses Smoke Breath, if available. It then starts its turn there must succeed on a DC 15 Intelligence saving
makes three melee attacks or three ranged attacks. throw. On a failed save, the target has disadvantage on Intelligence,
Wisdom, and Charisma ability checks and saving throws until the
Heavy Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
start of its next turn.
Hit: 12 (2d6 + 5) bludgeoning damage.
The kapre can only have 1 Smoke Breath effect at a time. If the
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or kapre exhales a new Smoke Breath while a previous one still exists,
range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. the previous Smoke Breath immediately dissipates and ends. The
Innate Spellcasting. The kapre’s innate spellcasting ability is kapre is immune to the effects of any kapre's Smoke Breath.
Charisma (spell save DC 15). It can innately cast the following spells, Change Shape. The kapre magically polymorphs into a Medium or
requiring no material components: smaller beast or humanoid, or back into its true form. It can revert
At will: dancing lights, sleep (4th level), suggestion, invisibility to its true form as a bonus action. Its statistics, other than its size,
2/day each: bestow curse, enemies abound, major image are the same in each form. Any equipment it is wearing or carrying
1/day: hallucinatory terrain isn’t transformed. It reverts to its true form if it dies.
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