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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                    Bestiary
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