Jinmenju: The Bewitching Tree of Madness
“This terrifying tree lures victims with its human-faced fruits—one bite could drive you insane!”
The Jinmenju is a towering, grotesque tree, its bark twisted and gnarled like the tormented muscles of a giant. The tree’s sickly, dark branches extend outward like grasping claws, and from these limbs hang numerous, fleshy fruits. Each fruit resembles a distorted human head—expressions frozen in haunting smiles, grimaces, or even tears. These heads are covered in mottled, leathery skin with tangled tufts of hair, and their eyes follow movements with an unsettling awareness. Occasionally, the heads twitch, murmur, or laugh in eerie unison, creating an aura of unnatural life around the tree.
Behavior
The Jinmenju is more than a mere predator; it’s a cunning manipulator. It remains perfectly still when potential prey approaches, its numerous eyes scanning silently, calculating the right moment to ensnare its victims. The heads hanging from its branches can speak and laugh, creating a soft chorus that disorients travelers. The tree exudes a constant low hum—a sound that subtly creeps into the minds of those nearby, making them uneasy and lowering their defenses. When it senses fear, the Jinmenju heightens the effect with its intoxicating aroma or hypnotic fruits, luring its prey closer with promises of comfort or madness-inducing joy.
Habitat
Jinmenjus thrive in remote, mist-shrouded valleys or high, desolate hills where the ground is thick with decaying vegetation. These areas are often littered with skeletal remains and the rotting corpses of past victims. They prefer isolated regions far from civilization, such as forgotten forests or the deep crevices of mountain ranges, places where its twisted roots can spread freely. The soil around these trees is often tainted, with a faint crimson tinge as if saturated by the blood and anguish of the lives it has devoured.
Modus Operandi
A Jinmenju uses its enticing head-fruits as traps. It begins by emitting a sweet, almost nostalgic scent, drawing the curious or unwary toward its massive form. As victims approach, the heads speak in soothing voices, promising rest or mimicking the voices of loved ones. If its prey ventures too close, the Jinmenju compels them to pluck a fruit and take a bite, initiating the gruesome effects of its head-fruit poison, which saps their sanity and weakens their resolve. In its hypnotic thrall, victims often become confused or captivated, wandering closer until they are within reach of its powerful limbs. With a sudden burst of violent movement, the Jinmenju lashes out with its roots or slams its branches down, crushing or biting the immobilized prey until they are broken and lifeless.
Motivation
The Jinmenju is not driven by hunger alone, but by a sadistic desire to manipulate and corrupt. It thrives on the mental suffering and confusion of its victims, savoring their terror as much as their flesh. Each life it consumes seems to be absorbed into the tree itself, adding to its sinister sentience and possibly even animating new head-fruits. Its motivation is to ensnare, break, and ultimately absorb the essence of those who fall prey to its allure, feeding on their sanity and memories in a twisted parody of nourishment. For the Jinmenju, each victim is a seed of madness, another piece in its ever-growing gallery of tormented faces hanging from its cursed branches.
Jinmenju 5e
Jinmenju Pathfinder
Jinmenju
Huge Plant, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 19 (+4) |
Saving Throws Con +9, Wis +7, Cha +8
Skills Perception +11, Deception +8, Insight +7
Damage Resistances Bludgeoning, Piercing
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 21
Languages Common, telepathy 60 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits
Alluring Head-Fruits.
The Jinmenju bears human-faced fruits that exude a hypnotic aura. Any creature within 30 feet of the Jinmenju must succeed on a DC 18 Wisdom saving throw at the start of its turn or be charmed for 1 minute. While charmed, the creature is compelled to approach the Jinmenju and attempt to eat a head-fruit. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that eats a head-fruit must make a DC 18 Constitution saving throw or take 21 (6d6) psychic damage and be stunned until the end of its next turn. On a successful save, the creature takes half damage and is not stunned.
Unsettling Drone.
The Jinmenju emits a constant, low hum from its head-fruits, causing all creatures within 60 feet that can hear it to feel uneasy. Any creature that starts its turn within this area must make a DC 16 Wisdom saving throw. On a failure, it becomes frightened until the start of its next turn. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.
Sentient Tree.
The Jinmenju is aware of any creature within 120 feet of it that is charmed, frightened, or stunned. It can telepathically communicate with any creature it can see within this range.
Immutable Form.
The Jinmenju is immune to any spell or effect that would alter its form.
Rooted in Place.
The Jinmenju’s speed is halved if it attempts to move. As long as it remains motionless, it is indistinguishable from a normal tree.
Actions
Multiattack.
The Jinmenju makes three attacks: one with its Bite and two with its Branch Slam.
- Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the Jinmenju can’t bite another target.
- Branch Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Intoxicating Stench (Recharge 5-6).
The Jinmenju releases a cloud of cloying, sweet aroma in a 30-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature is incapacitated for 1 minute and takes 14 (4d6) poison damage at the start of each of its turns. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sow Madness (Recharge 6).
The Jinmenju targets up to three creatures within 60 feet that can see its head-fruits and forces them to make a DC 18 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute and spends its turns moving toward the Jinmenju and attacking the closest ally if within range. It can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
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.
- Whispering Allure. One creature within 60 feet of the Jinmenju must succeed on a DC 18 Wisdom saving throw or become charmed until the end of its next turn.
- Branch Lash. The Jinmenju makes one Branch Slam attack.
- Frightening Murmurs (Costs 2 Actions). The Jinmenju telepathically invades the mind of a creature within 60 feet. The creature must succeed on a DC 18 Wisdom saving throw or take 17 (4d6 + 3) psychic damage and be frightened until the end of its next turn.
Tactics
The Jinmenju is a manipulative and sadistic combatant, preferring to sow confusion and fear before engaging directly. It uses its Unsettling Drone and Sow Madness abilities to weaken the minds of its opponents, compelling them to attack each other or succumb to madness. It will then release its Intoxicating Stench to incapacitate any groups that come too close, picking off vulnerable targets with its Bite attack and using Branch Slam to keep others at bay. If overwhelmed, it will retreat to a safer position using its legendary actions to continue harrying and frightening its enemies from a distance.
In Combat: The Jinmenju focuses on maintaining control and spreading confusion, attacking restrained or incapacitated enemies. It targets spellcasters and weaker creatures first, using Sow Madness to turn stronger foes against their allies.
“Beware the whispering forest, for there stands a tree with the faces of the damned. Its fruit bear human visages, their lips mouthing silent pleas and mocking grins. One bite, and you’re lost forever.”
Source Bestiary 4 pg. 161, Pathfinder #54: The Empty Throne pg. 86
Originally posted in Archives of Nethys
The Jinmenju is a twisted, carnivorous tree that preys on the minds of the unwary. Standing amidst desolate clearings or haunted woods, this malevolent plant appears as a gnarled, towering tree adorned with grotesque human-faced fruits that emit a haunting, unnatural glow. Each fruit seems almost alive, eyes following intruders, and some heads even whisper or sing to lure travelers closer. Those who fall under its spell are compelled to eat the head-fruits, only to succumb to confusion and despair as the Jinmenju saps away their life force, adding yet another face to its collection. Encountering a Jinmenju is as much a battle of will as it is of strength, for its true danger lies in its insidious influence over the minds of its prey.
Jinmenju CR 11 |
XP 12,800 N Huge plant Init +3; Senses all-around vision, Blindsense 60 ft., Low-Light Vision; Perception +17 Aura unsettling drone (30 ft., DC 18) |
DEFENSE |
AC 25, touch 7, flat-footed 25 (-1 Dexterity, +18 natural, -2 size) hp 149 (13d8+91) Fort +14, Ref +5, Will +5 Immune plant traits, poison |
OFFENSE |
Speed 10 ft. Melee bite +15 (2d6+8/19-20), 2 slams +16 (1d8+8) Space 15 ft., Reach 15 ft. Special Attacks enticing head-fruits, intoxicating stench Spell-Like Abilities (CL 13th; concentration +15) At will – share memoryUM (with a range of 55 feet, targeting the jinmenju and 1 creature in range, DC 14) 3/day – sculpt sound (DC 15), shout (DC 16) |
STATISTICS |
Strength 27, Dexterity 8, Constitution 22, Intelligence 7, Wisdom 12, Charisma 15 Base Atk +9; CMB +19; CMD 28 Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Toughness, Weapon Focus (slam) Skills Perception +17 Languages Common |
SPECIAL ABILITIES |
Enticing Head-Fruits (Su) Any creature that begins its turn within 5 feet of a jinmenju must succeed at a DC 22 Will save or be magically compelled to immediately grab a headfruit and eat it. This is a mind-affecting compulsion effect. A creature that successfully saves is immune to that jinmenju’s enticing head-fruits for 24 hours. The save DC is Constitution based. Anyone who takes a bite out of one suffers from the following effect. Head-Fruit Poison: Head-fruit – ingested; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Wisdom damage and confused for 1 round; cure 2 consecutive saves. The save DC is Constitution-based. Intoxicating Stench (Su) Once per day as a swift action, a jinmenju can cause its fruits to emit an unnaturally sweet aroma in a 60-foot spread for 6 rounds. All creatures within the area must succeed at a DC 22 Will save each round or be captivated. A captivated creature takes no actions except to approach the jinmenju via the most direct route possible. If this path leads it into a dangerous area or the jinmenju attacks it, the captivated creature receives a new saving throw. This is a mind-affecting effect. The save DC is Constitution-based. Unsettling Drone (Su) A jinmenju emits a low, persistent hum that unnerves living creatures that hear it. Those within 30 feet of it must succeed at a DC 18 Will save or become shaken until they leave the affected area and for 1d4 rounds thereafter. A creature that successfully saves is immune to that jinmenju’s unsettling drone for 24 hours. The save DC is Charisma-based. |
ECOLOGY |
Environment temperate hills or mountains Organization solitary Treasure incidental |