Isobu (Three Tails)

Base Attack/Grapple: | +480/+520

*Isobu primarily resembles a large turtle, but with a crab-like shell, spikes all over its body, and three shrimp-like tails. Under its shell, it has red, muscle-like tissue. It has a pair of human-like arms and hands, but no hind-legs. His face is concealed between a large forehead and lower jaw — both of which have spikes. Its eyes are red and have crimson pupils. In the anime, the eyes are red with yellow pupils.*

## 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 Shukaku’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 55).

### Tailed Beast Ball (Su):

This attack deals 300d20 points of untyped damage in a 300 foot burst. The attack has a range of 400 ft, and a successful fortitude save (495) allows the targets to reduce the damage by half. A single activation of this ability deals Shukaku 100 points of damage, and is a full round action. This technique may also take the form of a 800 foot cone, or a 800 foot line.

### Jutsu:

Isobu casts Jutsu as a 110th level Jutsu Brawler. His Jutsu DC is (200 + 110 + 160) 470 + Jutsu Level; Max Jutsu Level 55:

4 E

4 D

4 C

4 B

4 A

3 S

## Special Abilities

### Chakra Transfer Technique

Shukaku can transfer his chakra to any target he chooses, an unwilling recipient is able to make a Fortitude save to avoid the extra chakra. Granted chakra is dealt to Shukaku 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, Shukaku 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.

### Carapace (Ex):

Isobu's armorlike carapace is exceptionally tough and durable, deflecting all jutsu or spells. There is a 50% chance of the shell absorbing the damage. Some abilities can bypass this damage reduction, such as Particle style. This increases to 60% when in ball form. Isobu also has DR 100/- and in ball form this increases to DR 200/-. Even against attacks that can normally bypass damage reduction, Isobu's shell is still half effective.

## Jinchuuriki

Jinchuuriki (Three-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

Same as the base creature. Isobu's jinchuuriki also gains a 60 ft swim speed, and is no longer subject to drowning.

#### Armor Class

Isobu's jinchuuriki gets a +10 to its natural armor, as well as benefiting from DR 5/-.

#### 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

A jinchuuriki's unarmed damage is not increased..

#### Special Attacks

A jinchuuriki gains the Coral Palm ability: Succesful unarmed strikes also deal 1 point of dexterity damage to their targets. When a target's dexterity is reduced to 0 it is considered petrified, as coral completely engulfs its body.

#### Abilities

Increase from the base creature as follows: Str+ 5; Con +5, Dex +4, Int +6, Wis +6, Cha -8.

#### Skills

Jinchuuriki gains no bonuses to skill checks.