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Kapre — Mythological Miniatures STL miniature by Clay Cyanide

Kapre

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community3,190 views · 15 likes

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

Kapre

Large giant, chaotic neutral

CR 6 · 2,300 XP · GUIDELINE
AC 15 (weathered hide and woven bark) HP 127 (15d10+45) Speed 40 ft., climb 40 ft.
STR19+4
DEX14+2
CON17+3
INT10+0
WIS15+2
CHA13+1
SavesCon +6, Wis +5
SkillsPerception +5, Stealth +5, Survival +5
Sensesdarkvision 120 ft., passive Perception 15
LanguagesGiant, Sylvan

Tree 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 · GUIDELINE
AC 14 HP 76 (scaled ×0.6) Speed 40 ft., climb 40 ft.
STR19+4
DEX14+2
CON17+3
INT10+0
WIS15+2
CHA13+1

Path-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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d10+16 (60) To-hit+4Save DC12

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.

Tier 2Levels 5-10 · NATIVE
AC15HP15d10+45 (127) To-hit+7Save DC14

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP20d10+80 (190) To-hit+9Save DC16

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

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

Played Kapre at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included