Latest News

Monk Rework Survey

Home > Bestiary > Magical Beasts > Guard Hound Family >

Dark NationA powerful war dog used by Shinra. It’s recognizable by its black body and the long tentacles coming from its back. It uses its tentacles to steal enemy health or mana. These guard hounds are given special training, and are paired with Shinra’s top elite troops when going out on their rounds.

Dark Nation (CR 7)

XP 3,200
N Medium Magical Beast
Init +9; Senses low-light vision, scent; Perception +10

DEFENSE

AC 23, touch 16, flat-footed 17 (+5 dex, +1 dodge, +7 natural)
hp 94 [135] (9d10+45)
mp 6
Fort +11, Ref +11, Will +6
Immune Confusion, Poison

OFFENSE

Speed 40 ft.
Melee Bite +14 (1d6+5 plus trip), tentacle +15 (1d6+5)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
Special Attacks Disenchanting Tentacle, Poison Tail, Tentacle Drain, Tentacle Mana Drain
Spells Known (SC CL 5th, concentration +8)

1st (DC 14) – Protect, Shell, Thunder

STATISTICS

Str 20, Dex 20, Con 20, Int 4, Wis 16, Cha 6
Base Atk +9; CMB +14 (+16 on trip maneuvers); CMD 30 (34 vs. trip)
Feats Dodge, Improved Initiative, Improved Natural Attack (Tentacle), Weapon Focus (Tentacle)
Skills Acrobatics +9 (+13 jumping), Perception +10, Survival +7 (+11 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by Scent
SQ Tentacle Mastery

SPECIAL ABILITIES

Disenchanting Tentacle (Su)

As a full-round action, once every 1d4+1 rounds, a dark nation can charge up his tentacle and latches onto his target. If the hit is successful, the opponent takes 3d6 points of lightning damage to MP and must make a Fortitude save (DC 17) or be Paralyzed status effect for 1d4 rounds.

Poison Tail (Ex)

The dark nation 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 19) or be inflicted with Poison Status effect for 1d4 rounds.

Tentacle Drain (Su)

As a standard action, the dark nation 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 dark nation is healed by that much.

Tentacle Mana Drain (Su)

3/day, as a standard action, the dark nation can drain the magic force from his opponent with his tentacle. If the hit is successful, the opponent takes 1d6 points of lightning damage to MP and the dark nation is healed by half of that into MP.

Tentacle Mastery (Ex)

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