Jinmenju

Creature Codex (3pp) p. 232

Size
Huge
Type
plant
Alignment
chaotic neutral
AC
14 (natural armor)
Hit Points
126 (12d12+48)
Speed
walk 0 ft.
Saving Throws
Con +8, Cha +10
Skills
Perception +3, Persuasion +14
Immunities
bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities
exhaustion, prone
Senses
darkvision 60 ft., tremorsense 120 ft.
Passive Perception
13
Challenge
9
Environment
forest
STR
16
+3
DEX
1
−5
CON
19
+4
INT
17
+3
WIS
8
−1
CHA
22
+6

Traits

Burrowing Roots

Whenever the jinmenju makes a root attack, it can choose a point on the ground within 120 feet of it. The root bursts from the ground, and that point becomes the attack's point of origin. After attacking, the exposed root protrudes from that point, and the jinmenju gains a reaction each turn that it can only use to make an opportunity attack with that root. A root has AC 15, 45 hp, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Damaging a root doesn't damage the jinmenju tree. The jinmenju can have up to 5 roots active at one time. If it makes a root attack while it has 5 roots active, one of the active roots burrows back into the ground and a new root appears at the location of the new attack.

Laughing Fruit

If a creature with Intelligence 5 or higher eats a bite of the fruit of the jinmenju, it must succeed on a DC 16 Wisdom saving throw or fall prone, becoming incapacitated by fits of laughter as it perceives everything as hilariously funny for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes damage while prone, it has advantage on the saving throw.

Actions

Multiattack

The jinmenju makes two root attacks.

Root

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage plus 14 (4d6) psychic damage.

Legendary Actions

Legendary Actions (4/Turn)

The plant can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The plant regains spent legendary actions at the start of its turn.

recharge

4/TURN

Options

The jinmenju can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jinmenju regains spent legendary actions at the start of its turn.

Root

The jimenju makes one root attack.

Revitalize Roots

The jinmenju restores 10 (3d6) hp to each of its exposed roots.

Mirthful Miasma (Costs 2 Actions)

The jinmenju emits a puff of purple gas around its roots. Each creature within 10 feet of an exposed root must succeed on a DC 16 Constitution saving throw or fall prone with laughter, becoming incapacitated and unable to stand up until the end of its next turn. A creature in an area of overlapping gas only makes the saving throw once. A creature with an Intelligence score of 4 or less isn't affected.

Other data

description