Dokufu, natural form (CR 19)
AC: 22 (-2 size, +4 Dex, +10 natural), touch 12, flat-footed 18
Hit Dice: 16d8+128 (200 hp)
Fort +13, Ref +14, Will +9
Speed: 30 ft., climb 20 ft.
Space: 15 ft./15 ft.
Base Attack +16; Grapple +20
Attack: 2 claws +19 melee
Full Attack: 2 claws +19 melee
Damage: Claw 2d4+9/19-20
Special Attacks/Actions: Vomit spawn, web, implant eggs, swallow whole, frightful presence
Abilities: Str 28, Dex 19, Con 26, Int 15, Wis 18, Cha 15 (Ego: 7)
Special Qualities: Alternate form
Feats: Alertness; Cleave; Combat Reflexes; Improved Critical (claw); Improved Initiative; Power Attack
Skills: Bluff +21, Climb +27, Diplomacy +4, Disguise +11*, Intimidate +23, Listen +6, and Spot +25
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)
Climate/Terrain: Any land and underground
Vomit Spawn (Ex): In its natural form, a dokufu can spit out 1d10 of its developing spawn from its digestive system, either spewing them on the ground or hurling them directly at opponents up to 50 feet away (a successful ranged touch attack at +14 puts up to four spawn in the opponent's space without provoking an attack of opportunity). Dokufus spawn are Tiny monstrous spiders. Once a dokufu uses this ability, it cannot use it again until 1d4 rounds later.
Web (Ex): In either form, a dokufu can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium-size (see Weapon Descriptions in Chapter 7 of the Player's Hand book for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 28) or burst the web with a Strength check (DC 34). Both are standard actions.
Implant Eggs (Ex): in spider form, a dokufu that hits with a claw attack can inject an egg into the opponent's body The affected creature must succeed at a Fortitude save (DC 17) to avoid implantation, in either form, the dokufu often implants an unconscious or otherwise helpless creature (which gets no saving throw). The young hatch in four weeks, literally devouring the host from inside.
Swallow Whole (Ex): In its natural form, a dokufu can try to swallow a grabbed opponent of Medium-size or smaller by making a successful grapple check. It can swallow a helpless opponent, such as one entangled in its web automatically. Once inside, the opponent is bitten by 1d8 dokufu spawn per round. A swallowed creature that manages to escape from the dokufu's web can cut its way out of the stomach by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the stomach (AC 20). When the creature exits, 2d10 spawn spill out with it; then muscular action closes the hole. Other swallowed creatures must then cut their own paths out.
The dokufu's interior can hold one Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
Frightful Presence (Ex): A dokufu in its natural form unsettles foes with its mere presence. The ability takes effect automatically whenever the creature attacks, charges, or changes into its natural form. Creatures within a radius of 50 feet are subject to the effect if they have fewer HD than the dokufu.
A potentially affected creature that succeeds at a Will save (DC 20) remains immune to that dokufus frightful presents for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Alternate Form (Su): As a standard action, a dokufu can change between its two forms. In human form, its physical ability scores are lower, it has no natural armor and it has no claw attack. It cannot vomit spawn, swallow whole or use frightful presence, but it can still cast webs and implant eggs. This ability is otherwise similar to a shapechange spell cast by a 20th level sorcerer.
In human form, a dokufu uses surprise to entrap a solitary victim in its web and force eggs down the victim's throat, if attacked in human form, it reverts to its normal form or flees. In spider form, it attacks with the razorlike claws of its front legs.
Shadowlands are the source of evil in the campaign setting of Rokugan, the festering pit from which oni crawl, slither, and fly to wreck their foul destruction on humanity. The denizens of the Shadowlands are inhuman monstrosities. Many of them are spirits bound into corporeal form, and most are shapeshifters. Of all the creatures found in the Shadowlands, only the nezumi remain uncorrupted by the foul taint of the place - all others are utterly, irredeemably evil.
Shadowlands creatures share a certain immunities and vulnerabilities. They are immune to harmful effects of the Shadowlands Taint, for they are already fully corrupted by their very nature. Even if they have damage reduction, they are harmed by jade and obsidian weapons, and they cannot regenerate or naturally heal wounds dealt by such weapons. They are also affected by crystal weapons (Chapter 8, Oriental Adventures) (Note: Non-magical weapons made out of crystal, or crystal weapons created by means other than the Craft Crystal Weapon feat, have no special properties against Shadowlands creatures.)
For purposes of detect Taint, spellcasting, and other effects, a Shadowlands creature is considered to have a Taint score equal to half its Charisma score (round down). Undead creatures add +1 to this number, while outsiders add +2.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.