Kurama (Nine Tails)

==Kurama (Nine Tails)==
Size/Type: 	Gargantuan Chakra Beast
Hit Dice: 	120d10 + 120d4 (35,640 hp)
Initiative: 	+45
Speed: 	300 ft. (60 squares)
Armor Class: 	341 (-4 size, 45 Dex, +300 natural), touch 21, flat-footed 6
Base Attack/Grapple:	+470/+585
Attack 	Claw +585 melee (20d12+115) or Bite +535 melee (20d8+115) or tail slam
Full Attack: 	Bite and 2 claws, or 9 tail slams
Space/Reach: 	30 ft/40 ft
Special Attacks: 	Tail Sweep; Tailed Beast Ball; Powerful Charge; Trample
Special Qualities: 	Chakra Transfer Technique; Tailed Beast Telepathy, Nine-Tails Chakra Mode; Tailed Beast Shockwave
Saves: 	Fort +552, Ref +502, Will +566
Abilities: 	Str 260, Dex 100, Con 300, Int 80, Wis 250, Cha 80
Feats: 	Improved Natural Attack (slam), Improved Natural Attack (tail slap), Multiattack
Challenge Rating: 	58
Advancement: 	None
Kurama is a red-orange colored kitsune with black fur around its red eyes that stretch up to its ears, and nine long swiping tails. It also had an upper-body structure of a human, complete with opposable thumbs on its clawed hands.
==Combat==
===Tail Sweep (Ex)===
This special attack allows a tailed beast of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal creature), extending from an intersection on the edge of Kurama's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than him. A tail sweep automatically deals the indicated damage plus 1½ times his Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC 550).
===Tailed Beast Ball (Su):===
This attack deals 300d6 points of untyped damage in a 100 foot burst. The attack has a range of 400 ft, and a successful fortitude save (DC 524) allows the targets to reduce the damage by half. A single activation of this ability deals Kurama 500 points of damage, and is a full round action. This technique may also take the form of a 400 foot cone, or a 400 foot line.
==Special Abilities==
===Chakra Transfer Technique===
Kurama can transfer her chakra to any target she chooses, an unwilling recipient is able to make a Fortitude save to avoid the extra chakra. Granted chakra is dealt to Kurama as damage, and the target gains this chakra as temporary chakra points, which are consumed first when activating a jutsu or being drained of chakra. This chakra fades after a number of rounds equal to the HD or character level of the recipient. At the beginning of his turn, Kurama regains 20 points of health as a free action.
===Tailed Beast Telepathy===
An innate skill possessed by all the tailed beasts, which allows them to communicate with one another on a deeper plain of their subconscious minds known as the Mental World. This kind of communication differs from the one used by jinchūriki and their tailed beasts, since there are no seals or other restrictions and it is accessible for all tailed beasts and their respective jinchūriki. However, it requires a jinchūriki and their tailed beast to be fully linked to gain access to this world. Furthermore, it is impossible for influences from the outside to reach this plane, even if the tailed beasts are being controlled.
==Jinchuuriki==
Jinchuuriki (Nine Tails) is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A jinchuriki uses all the base creature’s statistics and special abilities except as noted here.
====Size and Type====
The creature’s type does not change, jinchuuriki are still human, despite being bonded to another creature. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
====Hit Dice====
Increase all current and future Hit Dice to d12s.
====Speed====
No change to base speed.
====Armor Class====
The base creature’s natural armor bonus is not changed..
====Attack====
A jinchuuriki retains all the attacks of the base creature.
====Full Attack====
A jinchuuriki fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with any other natural weapon as a natural secondary attack.
====Damage====
Kurama's jinchuuriki gets no change in damage.
====Special Attacks====
Kyuubi Chakra Mode, Chakra Shockwave
====Abilities====
Increase from the base creature as follows: Str+10 Con +4, Dex +2, Int +4, Wis +10, Cha -8.
====Skills====
Jinchuuriki gains no bonuses to skill checks.
====Feats====
Jinchuuriki gain no bonus feats.