Tunche
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)
- Speed
- 50 ft., climb 20 ft., swim 20 ft.; feather step
- Init
- +9
- Melee
- bite +22 (2d8+11/19–20 plus poison), 4 claws +22 (3d6+11)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +12
- CMB
- +25 (+27 bull rush)
- CMD
- 40 (42 vs. bull rush, 42 vs. trip)
- Fort
- +15
- Ref
- +19
- Will
- +19
- DR
- 15/cold iron and slashing
- Racial Modifiers
- +8 Acrobatics when jumping, +8 Stealth in forests
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)
Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (claw), Weapon Focus (claw)
<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> 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.</p>
<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"> 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.</p>
<p class="stat-block-1"> 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.</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"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
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
- 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
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (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: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (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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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Plants (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Burst Of Nettles (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Entangle (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tree Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tree Stride (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Warp Wood (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Diminish Plants (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Plant Growth (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Thorns (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Plants (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Move Earth (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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