Kokuo (Five Tails)

Special Qualities: | Chakra Transfer Technique; Tailed Beast Telepathy, Unrivaled Strength,
*Kokuō primarily resembles a white horse, but with a dolphin's head. It has two pointed long horns and three (two in the anime) shorter horns in front. The ends of its horns, hooves, and tails are tan, with some of the same-coloured spots before the tan areas of its horns and hooves. It also has red markings under its dark blue-green eyes.*

## 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 Kokuo'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 400).

### Tailed Beast Ball (Su):

This attack deals 100d6 points of untyped damage in a 100 foot burst. The attack has a range of 400 ft, and a successful fortitude save (DC 580) allows the targets to reduce the damage by half. A single activation of this ability deals Kokui 100 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

Son Goku 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 Son Goku 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, Son Goku 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.

### Unrivaled Strength

Kokuo's abilities allow it to turn chakra into pure steam. Any creature within 50 ft of it will take 180 points of damage as the steam from Kokuo's body assails them. This damage cannot be reduced, but any creature 50-100 ft away from Kokuo will have a DC 380 Fort Save to reduce this damage by half.

### Horn Break

By focusing its steam into a single point, Kokuo turns itself into a missile of unimaginable proportions and destructive power. It makes a charge attack, but instead of being x4 distance, it can move up to x10 in a single round. It suffers no penalties from difficult terrain as any obstacles are simply swept up in this destructive charge. This charge has a grapple DC of 600 or characters within its range are swept up in its wake and moved the distance Kokuo travels on this charge. This save applies only to creatures of huge or higher. Targets in this range take 1000 points of damage, no save and are knocked prone.

## Jinchuuriki

Jinchuuriki (Four-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

Kokuo's jinchuriki is fleet of foot, and gains an extra 70 f.t per round to her land movement 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

Kokuo's jinchuuriki's damage is unchanged, but instead its melee and ranged attacks always deal maximum damage on the weapon dice rolled. This doesn't apply to any additional dice (like from flaming).

#### Abilities

Increase from the base creature as follows: Str+2 Con +4, Dex +10, Int +4, Wis +6, Cha -8.

#### Skills

Jinchuuriki gains no bonuses to skill checks.