Jinmenju
Jinmenjus are trees that grow in hilly regions far from civilized lands, and prey on those who come too close. They are remarkably intelligent and crafty, and use both scent and magical compulsion to lure prey.
- HP
- 149 (13d8+91)
- AC
- 25, touch 7, flat-footed 25 (–1 Dex, +18 natural, –2 size)
- Speed
- 10 ft.
- Init
- +3
- Melee
- bite +15 (2d6+8/19–20), 2 slams +16 (1d8+8)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +9
- CMB
- +19
- CMD
- 28
- Fort
- +14
- Ref
- +5
- Will
- +5
enticing head-fruits
Intoxicating Stench — 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.
Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Toughness, Weapon Focus (slam)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Perception +17
- Type
- Plant
- Alignment
- N
- Size
- Huge
- Environment
- temperate hills or mountains
- Organization
- solitary
- Treasure
- incidental
- Senses
- all-around vision, blindsense 60 ft., low-light vision; Perception +17
- Languages
- Common
- Source
- Bestiary 4
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lunge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Share Memory (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sculpt Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shout (Spell)House/Core — covered by the site's Section 15.
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