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Blood TasteA war dog used by Shinra, a powerful organization from a distant world. It’s recognizable by its red body and the long tentacles coming from its back. It uses its tentacles to steal enemy health. Despite Shinra being a business organization, it also maintains a military force to enforce order. These guard hounds are given special training, and are paired with Shinra troops when going out on their rounds.

Blood Taste (CR 3)

XP 800
N Medium Magical Beast
Init +7; Senses low-light vision, scent; Perception +8

DEFENSE

AC 19, touch 14, flat-footed 15 (+3 dex, +1 dodge, +5 natural)
hp 47 [70] (5d10+20)
Fort +8, Ref +7, Will +3
Immune Poison

OFFENSE

Speed 40 ft.
Melee Bite +9 (1d6+4 plus trip), tentacle +10 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
Special Attacks Poison Tail, Tentacle Drain, Whip Lash
SQ Tentacle Mastery

STATISTICS

Str 18, Dex 17, Con 18, Int 3, Wis 14, Cha 6
Base Atk +5; CMB +9 (+11 on trip maneuvers); CMD 23 (27 vs. trip)
Feats Dodge, Improved Initiative, Weapon Focus (Tectacle)
Skills Acrobatics +8 (+12 jumping), Perception +8, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by Scent

SPECIAL ABILITIES

Poison Tail (Ex)

The blood taste can choose as a swift action to add poison to its tentacle attack. If the hit is successful, the opponent must make a Fortitude save (DC 16) or be inflicted with Poison Status effect for 1d4 rounds.

Tentacle Drain (Su)

Once every 1d4+2 rounds as a standard action, the blood taste can drain the life force from his opponent with its tentacle. If the hit is successful, the opponent takes 2d4+4 points of lightning damage and the blood taste is healed by that much.

Tentacle Mastery (Ex)

Blood tastes are very skilled at using their tentacle and use it as if it were a primary attack.

Whip Lash (Ex)

Once every 1d4 rounds as part of a full attack action, a blood taste can do a tentacle lash with a minor jolt. If he hits at a +2 bonus to hit (+12 total), the target must make a Fortitude save (DC 16) to negate the stun status for 1 round.