Library / Bestiary

Tunche

CR 17.00 Fey CN Huge HD 25
Standing on three legs, this creature is a mix of dangerous jungle animals and plants fused into one deadly predator.

A tunche is a bizarre forest creature with twisted feline legs, a dense body resembling jungle undergrowth, clawed arms like those of a praying mantis, and a head resembling a cross between a monstrous spider's head and a jungle orchid. Although it has plant and animal features, a tunche is neither plant nor animal and is immune to effects that specifically target such creatures. Considering itself the ultimate protector of the jungle, a tunche prowls its domain in search of any who might despoil this vibrant and lush environment. If a tunche encounters travelers who treat the jungle with proper respect, it might simply observe them or demand an offering in exchange for allowing them to pass through its territory.

A tunche especially enjoys toying with its victims, using its magic to confuse and mislead its opponents. A tunche rarely kills a foe without toying with it first, unless the target is actively harming plants or animals.

A tunche stands 20 feet tall and weighs 4,000 pounds.

HP
262 (25d6+175)
AC
31, touch 13, flat-footed 26 (+5 Dex, +18 natural, –2 size)
Init
+9
Speed
50 ft., climb 20 ft., swim 20 ft.; feather step
Fort
+15
Ref
+19
Will
+19
BAB
+12
CMB
+25 (+27 bull rush)
CMD
40 (42 vs. bull rush, 42 vs. trip)
Melee
bite +22 (2d8+11/19–20 plus poison), 4 claws +22 (3d6+11)
Space
15 ft.
Reach
15 ft.
DR
15/cold iron and slashing
Racial Modifiers
+8 Acrobatics when jumping, +8 Stealth in forests
str
33
+11
dex
21
+5
con
24
+7
int
12
+1
wis
20
+5
cha
25
+7

Weapons: Simple

Poison — Bite—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d4 Con and 1d4 Wis plus nauseated for 1 round; cure 2 consecutive saves.

rend (2 claws, 3d6+16)

change shape (Small or Medium humanoid; alter self)

sound mimicry (sounds and voices)

Universal Monster Rules

Change Shape (Small or Medium humanoid; alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Rend (2 claws, 3d6+16) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.
Sound Mimicry (sounds and voices) Ex from Universal Monster Rule
The creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn't know.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Reflexes from Feat

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.

Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Weapon Focus (claw) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Weapon Focus (claw) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +21 (+29 when jumping), Bluff +22, Climb +19, Intimidate +32, Knowledge (geography) +29, Knowledge (nature) +29, Perception +33, Sense Motive +33, Stealth +25 (+33 in forests), Swim +19

spell-like abilities:
Constant—Speak With Plants, Constant—Tongues (DC 20), At will—Burst Of Nettles (DC 20), At will—Entangle (DC 18), At will—Tree Shape, At will—Tree Stride, At will—Ventriloquism (DC 18), At will—Warp Wood (DC 19), 7/day—Diminish Plants, 7/day—Plant Growth, 7/day—Wall Of Thorns, 3/day—Control Plants (DC 25), 3/day—Move Earth, 3/day—True Seeing (DC 23)
Details
Type
Fey
Alignment
CN
Size
Huge
Environment
warm forests
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., low-light vision, scent; Perception +33
Languages
Aklo, Sylvan; speak with plants, tongues
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
26 House/Core 1 Recognized publisher
  • Uses feat: Awesome Blow (Feat) — cites Paizo Inc.
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Great Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Bull Rush (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Speak With Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Tongues (Spell) — core content under OGL 1.0a
  • Knows spell: Burst Of Nettles (Spell) — core content under OGL 1.0a
  • Knows spell: Entangle (Spell) — core content under OGL 1.0a
  • Knows spell: Tree Shape (Spell) — core content under OGL 1.0a
  • Knows spell: Tree Stride (Spell) — core content under OGL 1.0a
  • Knows spell: Ventriloquism (Spell) — core content under OGL 1.0a
  • Knows spell: Warp Wood (Spell) — core content under OGL 1.0a
  • Knows spell: Diminish Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Plant Growth (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Thorns (Spell) — core content under OGL 1.0a
  • Knows spell: Control Plants (Spell) — core content under OGL 1.0a
  • Knows spell: Move Earth (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
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