Library / Bestiary

Jinmenju

CR 11.00 Plant N Huge
A low hum surrounds this huge, gnarled tree. The rotten fruits that hang from its sickly branches look vaguely like human heads.

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.

STR
27
DEX
8
CON
22
INT
7
WIS
12
CHA
15
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 from Feat

<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>

Improved Critical from Feat

<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>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Lunge from Feat

<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 &ndash;2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.</p>

Toughness from Feat

<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>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Perception +17

spell-like abilities:
At will—Share Memory, 3/day—Sculpt Sound, 3/day—Shout
Details
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
Sources Used in This Record
10 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lunge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Share Memory (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Sculpt Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shout (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.