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Donchu

A subspecies of ochu, this giant plantoid has long tentacles which it freely controls. They are feared by many and are referred to as “destroyers of forests” and are said to not leave a single weed behind. This comes from the fact that they consume all the flora and fauna around they are found.

Donchu (CR 15)

XP 51,200
N Huge Plant
Init +6; Senses Low-light vision, scent; Perception +26

DEFENSE

AC 25, touch 10, flat-footed 23 (+15 natural, +2 dex, -2 size)
hp 274 (24d8+200)
Fort +22, Ref +12, Will +11
Absorb Water; Immune Plant traits; Resist Lightning 15, Ice 15
Weakness Earth

OFFENSE

Speed 40 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +26 (2d8+10), 2 Tentacles +27 (2d8+10 plus grab)
Space 15 ft.; Reach 15 ft. (20 ft. with tentacle)
Special Attacks Constrict (2d8+10), Pollen, Poison Gas, Putrescence, Screech, Seed Dispersal

STATISTICS

Str 30, Dex 14, Con 26, Int 2, Wis 16, Cha 6
Base Atk +18; CMB +28 (+34 grapple); CMD 40
Feats Ability Focus (Poison Gas, Putrescence), AlertnessImproved Initiative, Improved Natural Attack (Tentacle), Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Focus (Tentacle)
Skills Climb +27, Perception +26, Stealth +27 (+35 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation

SPECIAL ABILITIES

Poison (Ex)

Tentacles – injury; save Fort DC 30; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no saves

Pollen (Su)

Once every 1d4+1 rounds, heals all nearby donkochus within 30 ft. of the donchu for 7d6+18. Every donkochus within range gains haste and bravery (+12) status for 1d6+1 rounds.

Poison Gas (Su)

A donchu can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds. A successful Fortitude save (DC 20) negates the status effect and reduces the damage by half. Blue mages may learn this ability as a 6th level spell (Knowledge: Nature DC 27).

Putrescence (Su)

3/day, a donchu pours a cloud of black and magenta mist, robbing enemies of their strength. All enemies in a 45 ft. cone take 12d8 points of non-elemental damage (DC 22 Reflex save for half damage) and are subjected to a targeted greater dispel effect, using donchu’s HD in place of a caster level. Enemies that failed the Reflex save must also make a Fortitude save (DC 22) or be afflicted with the Disease status effect until cured, and suffer the Sap status effect for 1d6 minutes. Success results in being Poisoned for 1d6 rounds instead. Blue mages may learn this ability as a 8th-level spell (DC 31).

Screech (Su)

Once 1d2+1 rounds, a donchu screeches loudly within a 60-ft.-radius, all foes take 8d6 points of piercing damage must make a Reflex save (DC 30) or are also subjected to a dispel effect.

Seed Dispersal (Su)

3/day a donchu can emit an strange sound that summons 1d4+1 donkochus into battle that assist and aid her.