A relative of the antlion. It preys on creatures that stumble into its conical nest. Its huge jaws can crush any armor with ease. It usually keeps to itself, but that also means that it is difficult to notice them. It is close to impossible to find them when they are in their dark holes, waiting for their prey, so many regions prohibit passage through areas where these creatures thrive.
Dark Fang (CR 13)
N Huge Magical Beast (Shadow)
Init +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +5
AC 26, touch 8; flat-footed 26 (+18 natural, -2 size)
hp 214 (18d10+126)
Fort +18, Ref +11, Will +10
Immune Earth, Mind-affecting effects; Resist dark 15
Speed 30 ft.; Burrow 10 ft.
Melee Bite +25 (3d6+13 plus grab and burn/18-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Black Cloud, Earthquake, Magnitude 8, Sandpit, Shadow Burn (1d8 shadow damage, DC 26), Shadow Spray
Str 28, Dex 10, Con 24, Int 2, Wis 20, Cha 10
Base Atk +18; CMB +29 (+33 grapple); CMD 39 (51 vs. trip)
SQ Iron Sharp Pincers
Gear Dark Sandpearl
Black Cloud (Su)
A dark fang can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A dark fang deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 18) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Dark Sandpearl (Ex)
Dark Sand Pearl or Desert Darkness acts as a cure to any common disease and blindness. The dark sand pearl generally fetches for 2,500 gil each.
A dark fang can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect (Reflex save DC 19 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Iron Sharp Pincers (Ex)
A dark fang has sharp pincers increasing it’s critical range to 18-20.
A dark fang can cause a hole to engulf a single target within 30 ft. The target must make a Reflex save (DC 17) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Shadow Burn (Ex)
A dark fang deals shadow damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch on fiery shadow, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Shadow Spray (Ex)
A dark fang can breathe out a spray of shadowy venom in a 30-ft.-cone. Creatures within the area of effect take 8d6 points of shadow damage and be inflicted with Dimmed status for 1d6 rounds. They must make a Fortitude save (DC 26) for half and negating the status effect.