Percy Jackson and the Olympians: Legends world illustration - Greek Mythology theme
Greek Mythology

Percy Jackson and the Olympians: Legends

E
Eragonbrian

Where the world of Greek mythology meets modern-day society through the eyes of demigods.

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124 days ago
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25 days ago
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Kampê
Kampê
Large Monstrosity - CR 10
Kampê is a fearsome creature from Greek mythology, said to be the jailer of the Titans. With the upper body of a woman and the lower body of a dragon, she possesses an intimidating and grotesque appearance. As a guardian of the underworld, her strength and ferocity match her monstrous form, making her a formidable opponent against any adventurer foolish enough to challenge her.
Details
SizeLarge
TypeMonstrosity
CR10
XP5900
LanguagesInfernal, Draconic
Defenses
Armor Class17
HP Range150 - 180 (Avg: 165)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Stats

strength

10

dexterity

10

constitution

10

intelligence

10

wisdom

10

charisma

10

Appearance

Kampê stands over 12 feet tall, her serpentine dragon-like tail coiling around her as she moves. Her once-beautiful face is twisted in rage, adorned with wild, tangled hair that cascades down her back like a waterfall of shadows. Her claws are long and sharp, resembling vicious talons, and her eyes glow with a menacing intensity that seems to pierce the soul.

Actions

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 6) piercing damage.

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.

Frightening Roar (Recharge 5-6)

Kampê emits a terrifying roar. Each creature within 30 feet of her that can hear her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multiattack

Kampê makes three attacks: one with her bite and two with her claws.

Tail Swipe

Kampê swings her tail in a wide arc. Each creature in a 10-foot radius must make a DC 18 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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