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Donkochu

This young stage of a donchu. Though it cutely rolls around, given the fact that it would grow up to become the “destroyer of forests,” it is quite ferocious. They travel alongside their guardian donchu, preying on both flora and fauna in every forest they go through. Donchus not only gravely affect the ecosystem of the land, but they also attack humans that come close to them, so it’s best to exterminate donkochus before things get out of hand.

Donkochu (CR 6)

XP 2,400
N Small Plant
Init +7; Senses Low-light vision, scent; Perception +7

DEFENSE

AC 19, touch 14, flat-footed 16 (+5 natural, +3 dex, +1 size)
hp 88 (9d8+54)
Fort +11, Ref +6, Will +3
Immune Plant traits; Resist Lightning 10, Ice 10, Water 15
Weakness Earth

OFFENSE

Speed 30 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +11 (1d6+3)
Special Attacks Photosynthesis, Plead

STATISTICS

Str 16, Dex 16, Con 20, Int 2, Wis 10, Cha 6
Base Atk +6; CMB +8; CMD 21
Feats AlertnessImproved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite)
Skills Climb +13, Perception +11, Stealth+17 (+21 in vegetation); Racial Modifiers +4 Climb, +4 Stealth in vegetation

SPECIAL ABILITIES

Photosynthesis (Su)

A donkochu can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).

Plead (Ex)

A donkochu can plead to the nearest donchu for help. This forces the donchu to use pollen as a move-action instead on her turn. If pollen is on cooldown, this reduces the pollen ability cooldown by 1 round. Only one plead can be used once per round per donchu.