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    Jinmenju

    A low hum surrounds this huge, gnarled tree. The rotten fruits that hang from its sickly branches look vaguely like human heads, and each fleshy melon drips with a thick rope of ooze.

    Jinmenju CR 11

    XP 12,800
    N Huge plant
    Init +3; Senses all-around vision, blindsense 60 ft., low-light vision; Perception +17
    Aura unsettling drone (30 ft., DC 18)

    DEFENSE

    AC 25, touch 7, flat-footed 25 (–1 Dex, +18 natural, –2 size)
    hp 149 (13d8+91)
    Fort +14, Ref +5, Will +5
    Immune plant traits, poison

    OFFENSE

    Speed 10 ft.
    Melee bite +15 (2d6+8/19–20), 2 slams +16 (1d8+8)
    Space 15 ft.; Reach 15 ft.
    Special Attacks enticing head-fruits, intoxicating stench
    Spell-Like Abilities (CL 13th; concentration +15)

    At willshare memory (with a range of 55 feet, targeting the jinmenju and 1 creature in range, DC 14)
    3/daysculpt sound (DC 15), shout (DC 16)

    STATISTICS

    Str 27, Dex 8, Con 22, Int 7, Wis 12, Cha 15
    Base Atk +9; CMB +19; CMD 28
    Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Toughness, Weapon Focus (slam)
    Skills Perception +17
    Languages Common

    SPECIAL ABILITIES

    Enticing Head-Fruits (Su)

    Any creature that begins its turn within 5 feet of a jinmenju must succeed at a DC 22 Will save or be magically compelled to immediately grab a head-fruit and eat it. This is a mind-affecting compulsion effect. A creature that successfully saves is immune to that jinmenju's enticing head-fruits for 24 hours. The save DC is Constitution-based. Anyone who takes a bite out of one suffers from the following effect.

    Head-Fruit Poison: Head-fruit—ingested; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Wisdom damage and confused for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.

    Intoxicating Stench (Su)

    Once per day as a swift action, a jinmenju can cause its fruits to emit an unnaturally sweet aroma in a 60-foot spread for 6 rounds. All creatures within the area must succeed at a DC 22 Will save each round or be captivated. A captivated creature takes no actions except to approach the jinmenju via the most direct route possible. If this path leads it into a dangerous area or the jinmenju attacks it, the captivated creature receives a new saving throw. This is a mind-affecting effect. The save DC is Constitution-based.

    Unsettling Drone (Su)

    A jinmenju emits a low, persistent hum that unnerves living creatures that hear it. Those within 30 feet of it must succeed at a DC 18 Will save or become shaken until they leave the affected area and for 1d4 rounds thereafter. A creature that successfully saves is immune to that jinmenju's unsettling drone for 24 hours. The save DC is Charisma-based.