Kapre
Kapre — The Encounter
The Smoking Giant Who Watches From the Old Tree · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Kapre
Where the oldest tree in the forest stands, there sits the Kapre, a dark giant who has kept watch since before the village had a name. By day it is only a heavy stillness in the canopy, a smell of strong tobacco where no man smokes; by night travelers see the glow of its cigar drifting high among the branches and lose their road entirely. It is said the Kapre means no true harm. It turns paths in circles, mutes the calls of companions, and steals the shoes of those who sleep beneath its tree, all for its own quiet amusement. Yet woe to the one who fells its home or laughs at its watching eyes, for the giant's patience is long and its hands are stronger than any storm. Folk who wish to pass leave an offering of leaf-rolled tobacco at the roots, turn their shirts inside out, and beg the old smoker's pardon, and only then does the haze part to let them through.
Run Kapre in Sixty Seconds
- Hold for smoke. Before combat, drop the 10-ft Curling Smoke haze—everything inside is lightly obscured to the party but not to the kapre. This is the whole fight; fight on its terms.
- Open invisible. Use Vanish (or Hide in smoke) and open with a Slam to knock the loudest target prone, then peel off the next attack.
- Kill-priority is the smoke-clearer. Whoever can see through the haze (truesight, gust effects, flight above it) erases the kapre's edge—make that PC its target with Smother to blind them.
- When bloodied, vanish. Pop Vanish or step tree to tree and reset distance; the kapre never trades blows in the open, it harasses and slips.
- Three ways to run it: lone path-turning prankster that bleeds the party in the woods; smoke-screen skirmisher paired with a heavier boss; or guardian of one sacred tree that fights only if the tree is threatened.
Kapre
Large giant, chaotic neutral
CR 6 · 2,300 XP · GUIDELINETree Warden. The kapre has advantage on Dexterity (Stealth) checks made while within 10 feet of a tree or in foliage, and it can move through trees and dense undergrowth without spending extra movement.
Curling Smoke. Signature. The kapre is wreathed in a thick haze of tobacco smoke in a 10-foot radius. The area is lightly obscured to all creatures except the kapre, which sees through its own smoke normally. When the kapre takes the Hide action while in its smoke, it can do so even while being observed.
Actions
Multiattack. The kapre makes two Slam attacks, or one Slam and one Smother.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage, and a Large or smaller target must succeed on a DC 14 Strength saving throw or be knocked prone.
Smother. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature within the kapre's Curling Smoke. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn as choking smoke fills its lungs.
Bonus Actions & Reactions
Vanish (Recharge 5–6). When the kapre is within 10 feet of a tree or its own Curling Smoke, it can use a bonus action to magically become invisible until the start of its next turn or until it attacks.
A gaunt, towering giant perches on the cloven stump of an ancient tree, long matted hair and beard hanging like moss, a smoldering hand-rolled cigar raised to its lips as smoke coils from the other fist.
Kapre, Bound
Companion · acts on your initiative
Bound · GUIDELINEPath-Twister (signature). Creatures that start their turn within 15 feet of the tikbalang and cannot see it must succeed on a DC 13 Wisdom saving throw or move in a random direction for that turn, as trails fold back on themselves.
Actions
Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reactions
Spook and Bolt. When a creature it can see within 30 feet hits the kapre, the tikbalang lets out a shrill whinny; the attacker must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack before the start of its next turn.
A lean, horse-headed spirit the Kapre has lashed to a tree by the mane, made to bend the forest's paths against trespassers.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open from cover in its smoke, knocking down the loudest fighter with a Slam. If the party clusters, Smother the front-liner to blind them and stall the line. Use Vanish and trees to slip away when bloodied; pair it with a treetop ambush or a bigger forest threat—here it is the harasser piece, not the boss.
Open invisible within Curling Smoke, then Multiattack the kill-priority target (ranged or caster) and knock it prone. When clustered, lead with Smother to blind a key PC. Bloodied, Vanish and reposition tree to tree; this is an add-on harasser—pair it with a heavier centerpiece and let it pick off stragglers.
Stage it inside a wide smoke bank and open by Smothering the most mobile threat blind, then Slam-prone a melee anchor. Kill-priority is whoever can dispel the obscurement or fly above the canopy. Bloodied, Vanish and slip to a new tree; pair it with a true boss—it is the controller that isolates PCs for the bigger threat.
Put Kapre on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Kapre?
Its home stat block is CR 6 (2,300 XP), tuned for a party of levels 5–10. Scaled versions are provided for tiers 1 (levels 1–4) and 3 (levels 11–15) by swapping in that tier's AC, HP, to-hit, and save DC; the traits and actions never change.
Can Kapre be a companion or ally?
Yes. A kapre is chaotic neutral and largely indifferent to mortals, so a party that leaves tobacco offerings, respects its tree, and asks pardon can win safe passage or even a guide. It will not leave its forest for long, but it makes a memorable patron of the deep woods rather than a marching companion.
Is Kapre a giant or a fey?
It is built as a Large giant—a towering, smoke-wreathed humanoid of immense strength. Its tree-bound, path-twisting magic gives it a fey flavor and Sylvan tongue, but mechanically it is a giant, and effects targeting giants apply to it.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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