A juvenile ochu. This round little monster looks adorable todding around, but it would not do to forget that it is still an ochu. The diminutive microchu can move quickly and they often travel in packs, which means that travelers can easily find themselves surrounded by enemies if they do not keep a weather eye out. And where you find microchus, you find ochus not far behind. It is altogether safer to avoid these cute critters whenever possible.
Microchu (CR 2)
N Small Plant
Init +3; Senses Low-light vision, scent; Perception +4
AC 16, touch 14, flat-footed 13 (+2 natural, +3 dex, +1 size)
hp 25  (3d8+12)
Fort +6, Ref +4, Will +1
Immune Plant traits; Resist Lightning 5, Ice 5, Water 5
Weakness Fire and Earth
Speed 30 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +4 (1d4+1)
Special Attacks Critical Attack, Photosynthesis, Plead
Str 12, Dex 16, Con 16, Int 2, Wis 10, Cha 6
Base Atk +2; CMB +2; CMD 15
Feats Alertness, Toughness
Skills Climb +5, Perception +4, Stealth +10 (+14 in vegetation); Racial Modifiers +4 Climb, +4 Stealth in vegetation
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the microchu can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4+1 plus another 1d4+1 divided by half.
Once every 1d4+1 rounds, a microchu 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).
A microchu can plead to the nearest Ochu for help. This forces the Ochu to use pollen as a move-action instead on her turn. If pollen is on cooldown (Ochu ability), this reduces the pollen ability cooldown by 1 round. Only one plead can be used once per round per Ochu.