Author Topic: Monster Revisions  (Read 39649 times)

Offline bhu

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Monster Revisions
« on: November 11, 2011, 09:29:57 PM »
Aberrations
Bogeyman (Page 10 wip)
Culvert Fiend (Page 1)
Executioner's Hood (Page 6)
Forest Trapper (Page 5)
Garbug (Page 2)
Greater Mimic (Page 5)
Groundsquid (Page 6)
Haagathga (Page 8)
Harrier (Page 8)
House Hunter (Page 5)
Lock Lurker (Page 5)
Peltast (Page 6)
Space Mimic (Page 5)
Space-Swine (Page 5)
Spider-Horse (Page 5)
Sull (Page 6)
Trapper (Page 5)
Xaver (Page 6)
Zorbo (Page 5)

Animals
Carnivorous Flying Squirrel Swarm (Page 5)
Ceratogaulus (Page 4)
Crane (Page 6)
Giant Vampire Frog (Page 5)
Swan (Page 6)

Constructs
Autognome (Page 5)
Caldron (Page 7)
Death Linen (Page 5)
Demos (Page 7)
Galvan (Page 7)
Guardgoyle (Page 8)
Hypnos (Page 7)
Living Hair (Page 6)
Palimpsest (Page 6)

Dragons
Cloud Dragon (Page 4)
Electrum Dragon (Page 4)

Elementals
Bowler (Page 5)
Lutum (Page 9)
Sandman (Page 9)
Thunder Children (Page 9)

Fey
Averx (Page 6)
Bog Imp (Page 7)
Garden Imp (Page  7)
Hamadryad (Page 6)
Hurgeon (Page 6)
Nightshade (Page 10)
Nymph, Glass (Page 6)
Nymph, Unseelie (Page 6)
Wood Imp (Page 7)

Humanoid
Loup de Noir

Kaiju
Greater Kaiju (Page 1)
Kaiju (Page 1)
Lesser Kaiju (Page 1)

Magical Beasts
Amphibious Jumping Tiger Shark (Page 4)
Armadillephant (Page 4)
Barrel Beasts (Page 4)
Duckbunnies (Page 4)
Fiendish Orange Wombat (Page 4)
Flail Snail (Page 4)
Ghoul Frog (Page 7)
Giant Space Hamster (Page 4)
Giant Space Hamster, Moderate Mutations (Page 4)
Giant Starfish, Sunstar (Page 1)
Gorilla Bear (Page 2)
Greelox (Page 8)
Jaleeda Bird (Page 9)
Miniature Giant Space Hamster (Page 5)
Mutant Dire Rat (Page 5)
Sea Demon (Page 8)
Sea Hermit (Page 2)
Tyrannohamsterus Rex (Page 4)
Wooly Rupert (Page 5)

Monstrous Humanoids
Abeil Queen, Debarta (Page 1)
Abeil Queen, Gaborah (Page 1)
Abeil Soldier, Debarta (Page 1)
Abeil Soldier, Gaborah (Page 1)
Abeil Vassal, Debarta (Page 1)
Abeil Vassal, Gaborah (Page 1)
Bainligor (Page 10)
Bhut (Page 3)
Blindheim (Page 2)
Crone of Chaos (Page 3)
Goatmen (Page 8)
Greater Medusa (Page 2)
Kech (Page 9)
Kercpa (Page 6)
Silat (Page 3)
Umpleby (Page 6)

Oozes
Stunjelly (Page 5)
Symbiotic Jelly (Page 9)

Outsiders
Al-Jahar (Page 9)
Alu-Fiend (Page 2, wip)
Ammut (Page 7)
Avari (Page 10 wip)
Baku (Page 6)
Efreeti Noble (Page 8)
Gautiere (Page 7)
Genie, Deceiver (Page 7)
Genie, Guardian (Page 8)
Genie, Slayer (Page 8)
Genie, Warmonger (Page 8)
Guardian Yugoloth (Page 9)
Kaluk (Page 9)
Linqua (Page 9)
Mara (Page 8)
Narvaezan Fiend (Page 7)
Stench Kow (Page 4)
Tether Beast (Page 6)
Tribute Gatherer (Page 8)
Utukku (Page 7)

Plants
Adherer (Page 2)
Algoid (Page 6)
Campestri (Page 6)
Cushion Fungus (Page 6)
Dirtwraith (Page 7)
Dusanu (Page 6)
Hangman Tree (Page 8)
Kampfult (Page 9)
Mold Men (Page 6)
Thorny (Page 6)
Wolf-in-Sheep's Clothing (Page 5)
Zygom (Page 7)

Undead
Ancient Mariner (Page 3)
Darkhood (Page 3)
Ker (Page 3)
Sacrol (Page 3)

Vermin
Giant Botfly (Page 4)
Piercer (Page 6)

Prestige Classes
Advanced Blindheim (Page 2)

Races
Blindheim (Page 2)
Vampyres (Page 1)

Templates
Agarat (Page 3)
Amiq Rasol (Page 2)
Angreden (Page 3)
Ankou (Page 3)
Apparition (Page 9)
Arashaeem (Page 1)
Blazing Bones (Page 9)
Charuntes (Page 2)
Coffer Corpse (Page 4)
Crypt Servant (Page 3)
Dark Lord (Page 2)
Fiend Knight (Page 7)
Flowfiend (Page 7)
Ghost Mount (Page 8)
Ghul-Kin Soultaker (Page 3)
Ghul-Kin Witherer (Page 3)
Ghuuna (Page 10 wip)
Giant Space Hamster, Extreme Mutations (Page 5)
Great Ghul (Page 3)
Greater Sea Hag (Page 3)
Guardian Spirit (Page 8)
Half-Fiend (Page 2, wip)
Haunt (Page 3 and 9)
Hordling (Page 9)
Incantifer (Page 8)
Inheritor Lich (Page 9)
Inquisitor (Page 8)
Ka (Page 2)
Kaiju (Page 1)
King-Wight (Page 2)
Lich, Psionic (Page 9)
Lightning Zombie (Page 8)
Loup de Noir (Page 3)
Lyranikkin (Page 9)
Mummy, Bog (Page 10 wip)
Mummy, Ice (Page 10 wip)
Poltergeist (Page 9)
Reviler (Page 3)
Spiritjam (Page 9)
Trickster Beast (Page 4)
Undead Mount (Page 7)
Vampiric Wolf (Page 3)
Velya (Page 2)
Watchghost (Page 8)
Wraith-King (Page 3)
« Last Edit: January 30, 2021, 10:40:23 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #1 on: November 11, 2011, 09:30:03 PM »
THE NEW KAIJU TEMPLATE

Kaiju is an inherited Template that can be applied to any corporeal being of Huge Size or Smaller.

Size and Type: Size becomes Colossal. Type remains unchanged except for Animals and Vermin. Their type changes to Magical Beast. Giants and Humanoids become Monstrous Humanoids. All Subtypes are retained.

Hit Dice: Hit Die type remains the same unless the base creature has changed type (i.e. an animal has become a Monstrous Beast). The Base creature adds 40 Hit Dice.

Speed: The base creatures speed increases to 20 ft. if it is slower than 20, otherwise it remains the same. Kaiju with the ability to fly have Poor maneuverability. If you take the Titanic Size Class ability base speed is 25.

Armor Class: The Kaiju gains a bonus to it's Natural Armor Class of +15 with additional bonuses from their increase on size. To save time I have added them here: Medium or Smaller = +29, Large = +27, Huge = +24. Also the monster will have a new Size modifier of -8 to it's Armor Class. If it takes teh Titanic Size Class ability increase the bonus to Natural AC by +1.


Attacks: The Kaiju gains a -8 Size modifier to it's attacks due to it's new Size. If it can use a weapon it gets a maximum of 4 attacks per round with the Full Attack Option (unless Feats, spells, class options, etc alter this). Do not forget to alter the base creatures attack bonus due to its new ability stats. Base Attack Bonus becomes that of a Fighter regardless of Creature Type (i.e. +1 per level). If the Kaiju has no natural attacks (i.e. it's humanoid, or the base creature was too small to do any damage) consult page 296 of the Monster Manual and give it an appropriate attack for it's body style and Size Class. For a humanoid, it will gain 2 slam attacks. If an insect too small to originally do any harm it likely has a bite of some sort, etc.


Damage: Damage of all the Kaiju's natural attacks increases with it's size increase (consult page 291 of the Monster Manual). Don't forget to add the creature's new Str modifier to damage. Special Attacks will also go up in damage and are covered below.

Space/Reach: If the creature is Colossal (Tall) it's new Space is 40 ft. by 40 ft. If it is Colossal (Long) it's new space is 40 ft. by 80 ft. If it is Colossal (Long and Thin) it's new Space is 30 ft. by 120 ft. Reach depends on the base creatures reach: 0 to 5 ft. becomes 20 ft. Reaches 10 feet or above add +10 feet to the Reach. Creatures like Giant Squid that have 2 reaches (one normal and one for a specific attack) increase both. The Giant Squid normally has a Reach of 15' with it's tentacles, and double that (30') for its tentacles. A Kaiju Squid has a Reach of 25' (15 +10) and 50' (25 x2) with it's tentacles. If the base creature has any attacks with a Line effect they become a 10 foot by 150 foot line. If it has any attacks with a Cone effect they become an 80 foot cone. If it has any Ray attacks the new range becomes 300 feet. Other ranged attacks or areas of effect change based on the base creatures size: Diminutive or smaller
is x8, Tiny or Small is x4, Medium or Large is x3, Huge is x2.

Special Attacks: The Kaiju keeps all the Special Attacks of the Base Creature with some modifications. The Save DC for Ability/Energy Drains, Fear/Frightful Presence (or other terror inducing abilities), Gaze Attacks, and any Spell Like/Supernatural/Psionic abilities is now 10 + 1/2 Hit Dice + Charisma modifier. The Save DC for Breath Weapons and Poison is now 10 + 1/2 Hit Dice + Constitution Modifier. Damage for special attacks changes with the new size.

Ability Drain/Damage: Does 1d8 points unless it already does more damage/drain than this.
Breath Weapon: Now does 20d6 damage +1d6 for 3 every 3 Hit Dice over 40 unless it already does more.
Constriction: Now does 3d6 + one and a half times Strength Bonus, unless it already does more. If constriction is based on some sort of claw/pincer attack it does double that attacks normal damage plus Strength bonus.
Energy Drain: Drains 2 levels unless it already does more.
Poison: If the poison does regular damage its Initial and Secondary Damage is 2d6 unless it already does more. Non damage effects do not change.
Spells or Psionics: If the base creature can cast spells or manifest psionics that does not change at all, but the primary casting/manifesting stat is now Charisma. Arcane casters are considered to cast spells as a Sorcerer, Divine as a Favored Soul.
Swallow Whole: The monsters Swallow Whole ability is replaced with the following: The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

All Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the kaiju's Strength modifier. If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier. Does 5d12 if you have taken the Titanic Size Class ability.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that has less Hit Dice than the Kaiju is subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifer). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

In addition to Special attacks it may already have and Trample the Kaiju may pick from the following list. It gets one special attack, plus one more for every 3 Hit Dice above 40:

Ability Drain (Su): The Kaiju's primary attack (or its constriction if it has the Constriction ability) drains 1d8 from one stat which is chose at creation. Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit DIce + Charisma modifier) can be made to avoid this drain effect. This is otherwise identical to the ability listed in Monster Manual page 305 with one exception: At creation choose one of the following options: A successful Drain gives the Kaiju 5 temporary hit points for 1 hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour, or the Save DC's of it's Special Attacks are +2 for 1 hour. You must choose during creation to decide if the Ability Drain is linked to your primary attack, Constriction, or is done during a successful Grapple check.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects dont count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy usd by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Constriction (Ex): If the Kaiju suceeds in a grapple check it can constrict its opponent for 3d6+one and a half times Strength bonus. Does 4d6 if you have taken the Titanic Size Class Special ability. If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must chose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type, this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your natural attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If using this attack as a breath Weapon it must be defined as such during creation.

Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour.

Energy Drain (Su): You may Drain energy levels with an attack. The attack is an 80' Cone, a 10'x150' Line, or a 300' Ray. Opponents inside the Area of Effect of the Line or Cone (or struck by the Ray) must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or lose 2 Energy Levels. The Ray criticals on a Natural 20 draining 4 Energy Levels. The Kaiju does not gain any benefits from draining Energy Levels in this way. The Energy Drain attack may be used once every 1d4 rounds.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (Dc is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet. If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone. Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 it Dice + Constitution modifier) or take the poisons effects. Intital and secondary damage is 1d6, you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Psi Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 psionic power as a Psi Like Ability. The Kaiju is considered to be a 20th level Manifester, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Psionic power on the Psychic Warrior List. Powers of second level or less may be used 5 times per day, powers of 3rd to 5th level may be used 3 times per day, powers of 6th level or higher may be used once per day.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constituion modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage).

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If you have taken the Titanic Size Class ability you can throw up to Gargantuan Sized Rocks doing 5d6 damage (DC: 35 to catch).

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier).

Spell Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 spell as a Spell Like Ability. The Kaiju is considered to be a 20th level Sorcerer, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Sorcerer or Druid spell of 8th level or less. Spells of second level or less may be used 5 times per day, spells of 3rd to 5th level may be used 3 times per day, spells of 6th level or higher may be used once per day.

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes. If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Swallow Whole (Ex):Identical to the ability listed above at the beginning of Special Attacks.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5, and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind. If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: The Kaiju keeps all Special Qualities of the Base Creature. If any of them have an area of effect it is increased in size similarly to the kaiju's Special Attacks. A Kaiju also gains the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 25/Epic. If it already has Damage Reduction it is replaced by this ability.

Dark Vision (Ex): Range is 120 feet.

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to one type of energy listed further up under Energy Attack (DM's will note there are some non standard energy types listed). This is the same as the energy type used by the Kaiju's Energized Attack or Energy Attack (you choose 1 if it has neither).

Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including morale effects and Fear).

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR. This ability replaces Spell resistance the base creature may already have.

The Kaiju also gains 1 additional Special Quality, and another additional Special Quality for every 3 Hit Dice over 40:

Absorb Energy (Su):Choose one type of energy the Kaiju has Energy Resistance to. Any damage of this type that penetrates the Kaiju's Energy Resistance is absorbed giving it some sort of temporary bonuss for the next 10 minutes. You must choose which option at creation. You may take this ability more than once to absorb different kinds of energy as long as you have multiple Energy Resistance types. Your options are:
1) The absorbed energy is added to your hit points as temporary hit points.
2)The Save DC's of your Special attacks are increased by +1 for every 10 points of energy damage done
3)Your to hit and damage rolls are increased by +1 for every 10 points of energy damage done
4)Your Deflection bonus to Armor class is increased by +1 for every 10 points of energy damage done
5)Your Saving Throws are increased by +1 for every 10 points of energy damage done
6) You may immediately use an ability such as Energy Attack that can only be used so many times per round even if you just used it. You can do this once per attack you absorb and the attack must do at least 10 hp of amage.
7) You may use one spell like ability an extra time per day as long as you do it within the next 10 minutes. You can do this once per attack absorbed, as long as that attack does 10 hp of damage or more.
8)Extend the duration of a Special Attack like Energized Attack one round per 10 points of damage absorbed.
Options that provide a bonus can accu,ulate a maximum bonus of +10.

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Chameleon (Ex): The Kaiju can change colors and blend in with it’s background. It does not receive a Size penalty to Hide checks.

Death Throes (Su):When killed this Kaiju explodes doing energy damage of the same type as it has resistance to (choose one at creation if it has more than one). All creatures within 100 feet of the Kaiju must make a Reflex Save (DC=10 + 1/2 Hit Dice + Constitution modifier) or take 20d6 energy damage (+1d6 per 3 hit dice over 40). A successful Save halves this damage.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area.

Half Construct (Ex): You may only take this Special Quality if the Base Creature was one of the following types: Animal, Aberration, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin. You must also have a solid non amorphous body. Parts of the Kaiju have been replaced with alchemical clockworks and machinery, granting it some Construct like abilities. The Kaiju becomes immune to Poison, Paralysis, Stunning, Disease, and Death Effects. It is also no longer subject to Critical Hits, non lethal damage, and fatigue/exhaustion. It may benefit from either Heal or Repair spells. You are considered a Construct for purposes of taking Feats.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It gains DR: 10/-. This doesn't stack with his other DR. If the Kaiju is attacked by something that would negate it's Damage Reduction: Epic, it still applies this. The Kaiju also has a 50% chance of ignoring any critical hits that are confirmed on it.

Immunity (Ex):The Kaiju is completely immune to one form of attack listed under Energy Attack, or immune to poison and disease. This Special Quality may be taken multiple times.

No Breath (Ex):The Kaiju does not breath and is immune to gas based attacks that require a Fortitude Saving Throw. It can exist buried in the Earth, underwater, or the depths of space easily.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Reflect Spells (Su):Targeted spells and spell-like effects that fail to penetrate the kaiju's Spell Resistance are reflected back at the caster.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): To take this special quality the base creature must not have a solid body, such as an Elemental or Ooze (or some Aberrations and Outsiders). Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Half Construct, Heavy Armor, or Spines Special Qualities and Vice Versa. You must always be vulnerable to at least 1 energy type.

Spell Absorption (Su):If the Kaiju is specifically targeted by a Spell, and it fails to defeat the Kaiju's Spell Resistance, the Kaiju absorbs the Spell. The Kaiju can use this to increase its own power temporarily. Your options are:
1) Gain Regeneration: X . X=the spell level of the spell absorbed.
2)The Save DC of the next Special Attack you use is increased by an amount equal to the level of the spell absorbed.
3)Gain a temporary cicumstance bonus to attack and damage rolls equal to the level of the spell absorbed.
4)Gain a Deflection bonus to Armor Class for equal to the level of the spell absorbed.
5)Gain a circumstance bonus to all Saving Throws equal to the level of the spell absorbed.
6)You can apply one of the following metamagic Feats to your Spell Like ability the next time you use it: Enlarge Spell, Extend Spell, QUicken Spell, Silent Spell, Still Spell, Fortify Spell, Sculpt Spell
7) Gain a circumstance bonus equal to double the spells level of all energy attacks you make.
These bonuses last 1 minute per spell level.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus.

Titanic Size Class (Ex): You are one of the rare Kaiju thats larger even than the others. This Special Quality can only be taken if the Kaiju has more than 60 Hit Dice. You are one Size Class larger than Colossal. You gain a -16 Size penalty to AC and attack rolls, a -32 Size Penalty to Hide Rolls, and a +32 Size Bonus to Grapple checks. The Range of all Special Attacks, and the values listed under Space/Reach are doubled. Your natural attacks add 1 die (i.e. from 3d6 to 4d6). Other effects will be listed in their individual entries.

Saves: The Kaiju's Saves are now recalculated based on it's new Hit Dice (and potentially new type). I put a chart for this later in the thread.

Abilities: Kaiju are fairly Hardy and gain +4 to Strength and Constitution along with the bonuses it gets for his increased size. Charisma increases by +20, and Intelligence becomes a 2. Wisdom is unchanged. To make it easier here's a chart for the total stat increases:

Huge:+20 Str, +12 Con
Large: +28 Str, -2 Dex, +16 Con
Medium: +36 Str, -4 Dex, +20 Con
Small: +40 Str, - 6 Dex, +22 Con
Tiny: +44 Str, -8 Dex, +22 Con
Diminutive: +46 Str, -10 Dex, +22 Con
Fine: +46 Str, -12 Dex, + 22 Con

If the Kaiju has the Titanic Size Class Special Quality add another +8 Strength, -2 Dex, +4 Con.

Skills: The Kaiju has 1 skill point per hit die (4 points for the first Hit Die). Class SKills are the skills possessed by the base creature. If he Kaiju has Psi-Like or Spell-Like abilities it also has Concentration as a Class skill. The Kaiju retains any racial skill bonuses the base creature possesses.

Feats: The number of Feats possessed by the Kaiju is recalculated based on the Kaiju's new Hit Dice total. Feats chosen after the 20th Hit Die may be chosen from Epic Feats if the Kaiju qualifies. You must keep the Base Creatures Feats unless the Kaiju no longer qualifies for them (i.e. Weapon Finesse)

Climate/Terain: Any, or same as Base Creature

Organization: Unique or Solitary

Challenge Rating: CR increases by 20, with an additional +1 per 2 Hit Dice over 40.

Treasure: None

Alignment: Kaiju tend toward Neutrality and Chaos but can be any alignment.

Advancement: n/a

Level Adjustment: n/a



KAIJU FEATS

Agile Kaiju (Prerequisites: Kaiju, Base creature must have been Small or Smaller and had a Dexterity of 15 or better): The Kaiju does not lose Dexterity due to the size increase.

Crafty Kaiju (Prerequisites: Kaiju, Base creature must have had an Intelligence of 15 or higher): The Kaiju retains the base creatures original intelligence score.

Damage Field (Prerequisites: Kaiju, Energized Attack Special Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of thiose attacks.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack it lasts 3 rounds longer. Each time this Feat is taken its duration is increased another 3 rounds.

Death Ray (Prerequisites: Kaiju, Ray Special Attack): Your Ray special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

Powerful Charge (Prerequistes: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Powered Attack (Prerequisites: Kaiju, Energized Attack): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju, Energy Attack): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. If you have taken the Titanic Size Class ability the damage is 5d6 for a primary and 3d8 for a secondary attack.

Pounce (Prerequistes: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Rocket Fist (Prerequisites: Kaiju, Construct): Your Primary Natural Attack (usually a Slam) may also be used as a Ranged Attack.

Buzzsaw (Prerequisites: Kaiju, Construct): Due to retractable revolving saw blades inside your body you do 10d6 Slashing damage with a successful Grapple Check (this damage ignores DR).

Flying Razors (Prerequisites: Kaiju, Ranged Attack): Your Ranged Attack ability ignores Damage Reduction.

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Engulf (Prerequisites: Kaiju. Semi Solid): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger). In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Reeking Attack (Prerequisites:Kaiju, Energy Attack doing either Fire or Acid damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

Burning Attack (Prerequisites: Kaiju, Energy Attack doing Fire or Acid damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

Stunning Attack (Prerequisites: Kaiju, Energy Attack doing Cold, Electricity, Sonic, Force, or Positive/negative Energy Damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

Brutal Attack (Prerequisites: Kaiju, Energy Attack doing Sonic or Force damage):
Vulnerability: Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzed 1d3 turns.

Offline bhu

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Re: Monster Revisions
« Reply #2 on: November 11, 2011, 09:40:34 PM »
Kaiju, Lesser

Unlike normal Templates, Lesser Kaiju is not applied to a Base Creature.  lesser Kaiju are little more than gigantic Animals or primitive Humanoids with few if any special powers other than their incredible toughness. 

Size: Lesser Kaiju are Colossal.   

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Lesser Kaiju begin with 40d12 Hit Dice, giving them 480 hit points (plus their Constitution Modifier times 40).

Speed: Base Land Speed is 30'.

Armor Class: All Lesser Kaiju have a +30 Natural Armor Class Modifier.

Attacks: Lesser Kaiju have a BAB of +40, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack).  Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.

Special Attacks: All Lesser Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the kaiju's Strength modifier. If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

Lesser Kaiju also get 3 choices from the following list:

Acid Spray (Ex):  Once every 1d4 turns you can spray acid in either an 80' Cone or a 10' by 150' line.  The opponent gets a Reflex Save for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution Modifier), and the attack does 20d6 Acid damage.

Acid Sting (Ex):  The Lesser Kaiju's Primary Natural Attack injects acid instead of poison.  In addition to the attacks regular damage it also does 4d6 Acid damage.  On each subsequent turn the victim takes Acid damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).

Attach (Ex): The Lesser Kaiju can Attach itself to an opponent by making a Melee Touch Attack.  While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy used by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blood Drain (Ex):  The Lesser Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check, or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them.  This is an 80' Cone that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes.  Opponents with the Scent ability take a -4 Penalty on this roll.  If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus.  If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Ink Cloud (Ex):  Once per minute the Lesser Kaiju can emit a cloud of Ink while it's underwater as a Free Action.  This Cloud is 60' by 60' by 60' and provides total concealment.  Vision within the cloud is completely obscured.  The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving.  If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus).  Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none. 

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet. If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone. Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intital and secondary damage is 1d6, you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt.

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes. If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5, and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind. If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: All Lesser Kaiju begin with the following:

Damage Reduction (Ex): A Lesser Kaiju gains Damage Reduction 25/Epic.

Dark Vision (Ex): Range is 120 feet.

Energy Resistance (Ex): The Lesser Kaiju gains Energy Resistance 20 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Lesser Kaiju have Invulnerability 10.  Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 10) from all sources.  This does not stack with Damage Reduction or Energy Resistance.  If an attack could be stopped by either of these abilities use the higher of the two values.  For example if you have Damage Reduction 25/EPic, and Invulnerability 10 and are hit with a sword attack, use the DR's higher value.  But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

Immune to Mind Influencing Effects (Ex): Lesser Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

Spell Resistance (Su): The Lesser Kaiju gains Spell Resistance equal to 10 + it's CR.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt.  8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

Chameleon (Ex): The Kaiju can change colors and blend in with it's background. It does not receive a Size penalty to Hide checks.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 15.

Hold Breath (Ex): The Lesser Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex):  Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal.  It must move in a straight line, but does not provoke attacks of opportunity.

Immunity (Ex):The Kaiju is completely immune to one form of energy damage (see the Energy Attack Special Attack in the Forthcoming Kaiju Template), or immune to poison and disease. This Special Quality may be taken multiple times.

Regeneration (Ex): The Lesser Kaiju gains Regeneration 10.  You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus.

Sonar (Ex): The Kaiju gains Blindsight 240'.

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Lesser Kaiju has Tremorsense with a range of 240'.

Saves: Base Saving Throws are all +22 (plus the appropriate Stat Modifier).

Abilities: Lesser Kaiju begin with the following Stats: Str 40, Dex 10, Con 40, Int 3, Wis 14, Cha 30.  The Lesser Kaiju also has 10 points to distribute among it's Stats as you see fit.

Skills: Choose up to any 6 skills as your Lesser Kaiju's class skills.

Feats: A Lesser Kaiju gets 14 Feats, 7 of which may be Epic Feats, and any of which may be Kaiju Feats.  It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 25

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 41-50 HD (Colossal)

Level Adjustment: ---

Example of creature using template here:


Snookums (Kaiju Kitty)
                      Colossal Kaiju
Hit Dice:             40d12+640 (1120 hp)
Initiative:           +2
Speed:                50' ft. (10 squares), Climb 50'
Armor Class:          34 (-8 Size, +2 Dex, +30 Natural), touch 4, flat-footed 32
Base Attack/Grapple:  +40/+72
Attack:               Claw +47 melee (4d6+15,8-20)
Full Attack:          2 Claws +47 melee (4d6+15, 18-20) and 1 Bite +42 melee (2d8+7)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Battle Frenzy: Speed Variant, Augmented Criticals, Pin Down), Pounce, Rake (+47 melee, 4d6+7), Improved Grab
Special Qualities:   DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (+20 Land Move, Climb Speed, Sprint)
Saves:                Fort +38, Ref +24, Will +25
Abilities:            Str 40, Dex 14, Con 40, Int 3, Wis 16, Cha 34
Skills:               Balance +10, Climb +23, Hide +10, Jump +23, Listen +13, Move Silently +9, Spot +13
Feats:                Extra Attack x2 (Bite, +1 Claw), Improved Grab, Pounce, Racial Skill Bonus x8 (+8 Balance, Climb and Jump, +4 on Hide and Move Silently), Rake, Scent
Environment:          Any
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---


                      Tsuyoi Ari (Kaiju Ant)
                      Colossal Kaiju
Hit Dice:             40d12+720 (1200 hp)
Initiative:           +4
Speed:                50 ft. (10 squares), Climb 50'
Armor Class:          47 (-8 Size, +45 Natural), touch 2, flat-footed 47
Base Attack/Grapple:  +40/+73
Attack:               Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Full Attack:          Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Acid Sting, Augmented Criticals, Swallow Whole)
Special Qualities:    DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 15, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement Type:Climb, Enhanced Movement, Heavy Armor)
Saves:                Fort +39, Ref +22, Will +25
Abilities:            Str 44, Dex 10, Con 44, Int 3, Wis 16, Cha 30
Skills:               Climb +27, Listen +13, Spot +13, Survival +16
Feats:                Blind-Fight, Cleave, Close-Quarters Fighting, Diehard, Endurance, Great Cleave, Improved Grab, Improved Initiative, Improved Toughness, Increased Toughness x5, Keen Scent, Power Attack, Scent, Track
Environment:          Any
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---




Ika (Kaiju Squid)
                      Colossal Kaiju
Hit Dice:             40d12+640 (1120 hp)
Initiative:           +4
Speed:                Swim 50' ft. (10 squares)
Armor Class:          32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple:  +40/+76
Attack:               Tentacle +52 melee (4d6+20)
Full Attack:         10 tentacles +52 melee (4d6+20) and 1 Bite +52 melee (4d6+10)
Space/Reach:          30 ft./20 ft. (40 ft. with Tentacles)
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Constrict, Extended Reach: Tentacles, Ink Cloud), Improved Grab
Special Qualities:   DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Enhanced Movement, Jet, Regeneration: Vulnerable to Electricity)
Saves:                Fort +37, Ref +22, Will +24
Abilities:            Str 50, Dex 10, Con 40, Int 3, Wis 14, Cha 30
Skills:               Search +16, Spot +15, Swim +38
Feats:               Extra Attack x10 (9 tentacles and 1 Bite), Improved Grab, Improved Initiative, Improved Multiattack, Improved Natural Attack (Bite), Improved Toughness, Multiattack, Multigrab, Swim-By Attack
Environment:          Any Aquatic
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---


Camazotz (Kaiju Bat)
                      Colossal Kaiju
Hit Dice:             40d12+600 (1080 hp)
Initiative:           +7
Speed:                30' ft. (6 squares), Fly 50' (Poor)
Armor Class:          35 (-8 Size, +3 Dex, +30 Natural), touch 5, flat-footed 32
Base Attack/Grapple:  +40/+71
Attack:               Bite +57 melee (4d6+15, x3)
Full Attack:          Bite +57 melee (4d6+15, x3)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample, Frightful Presence, Kaiju Attacks (Augmented Criticals, Blood Drain, Windstorm)
Special Qualities:   DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement: Flight, Enhanced Movement: Flight, Sonar)
Saves:                Fort +37, Ref +31, Will +26
Abilities:            Str 40, Dex 16, Con 40, Int 3, Wis 18, Cha 30
Skills:               Hide +0, Listen +18, Move Silently +13, Spot +18
Feats:                Ability Focus (Frightful Presence), Dodge, Epic Reflexes, Eyes in the Back of your Head, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grab, Improved Initiative, Keen Scent, Large and in Charge, Lightning Reflexes, Mobility, Racial Skill Bonus x2 (+4 Spot and Listen), Scent, Wingover
Environment:          Any
Organization:         Unique
Challenge Rating:     25
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          41-50 HD (Colossal)
Level Adjustment:     ---



KAIJU FEATS

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage.  Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack.  For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Increased Toughness (Prerequisites: Kaiju, Con 42+): You Natural Armor Bonus increases by +3.  This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill.  This may be taken twice to gain up to a +8 Racial Bonus to one skill.  Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on.  Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes: Amphibious, or Aquatic.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky.  It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju):  The Kaiju takes double damage from one specific source, such as an energy or alignment type.  Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.
« Last Edit: December 31, 2018, 08:43:50 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #3 on: November 11, 2011, 09:41:23 PM »
Abeil Vassal, Debarta
                      Large Monstrous Humanoid
Hit Dice:            3d8+9 (22 hp)
Initiative:           +1
Speed:                40 ft. (8 squares), Fly 60 ft. (Average)
Armor Class:          12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11
Base Attack/Grapple:  +2/+9
Attack:               Claw +4 melee (1d6+3)
Full Attack:          2 Claws +4 melee (1d6+3) and 1 Sting -1 melee (1d6+1 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Drone, Improved Grab, Poison
Special Qualities:    Dark Vision 60', Cold Resistance 20, Hive Mind
Saves:                Fort +4, Ref +4, Will +4
Abilities:            Str 16, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills:               Craft (Any 1) +0, Knowledge (any 1) +0, Listen +4, Search +4, Spot +3, Survival +6
Feats:                Alertness, Skill Focus (choose 1 skill)
Environment:          Any Plains or Hills
Organization:         Solitary, Pair, Team (4-8), or Crew (10-40)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Scout)
Level Adjustment:     +3


"Aww they look like giant fwuffy bee critters.  Can we take one home?"

"Seriously, what the hell is wrong with you?"

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions.  They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them.  They are also more massive than regular Abeil, and somewhat more primitive.  They speak Common and Sylvan.

Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a Willpower Save (Save DC is Charisma Based).  This ability does not effect Vassal's, nor does it have a HD limit.

Improved Grab (Ex): If the Vassal hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 14 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Vassals have a +4 Racial Bonus to Search and Survival Checks.

Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties.  But if they are required to the Vassals make decent hit and run fighters.

Offline bhu

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Re: Monster Revisions
« Reply #4 on: November 11, 2011, 09:41:41 PM »
Abeil Soldier, Debarta
                      Huge Monstrous Humanoid
Hit Dice:            14d8+90 (153 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 60 ft. (Average)
Armor Class:          13 (-2 Size, +5 Natural), touch 8, flat-footed 13
Base Attack/Grapple:  +10/+28
Attack:               Claw +18 melee (1d8+10) or Longspear +18 melee (3d6+10/x3)
Full Attack:          2 Claws +18 melee (1d8+10) and 1 Sting +13 melee (1d8+5 plus poison) or Longspear +18/+13 melee (3d6+10/x3)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Drone, Improved Grab, Poison, Favored Enemy, Buzzing Fury
Special Qualities:    Dark Vision 60', Cold Resistance 25, Hive Mind, DR 10/Magic
Saves:                Fort +9, Ref +9, Will +9
Abilities:            Str 30, Dex 11, Con 20, Int 8, Wis 11, Cha 12
Skills:               Knowledge (any one) +2, Intimidate +10, Listen +7, Spot +7, Survival +3
Feats:               Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack
Environment:          Any Plains or Hills
Organization:         Solitary, Pair, Team (4-8), or Troop (10-20)
Challenge Rating:     8
Treasure:             Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Ranger)
Level Adjustment:     +5

"Omg the fluffy bee critters come in ginormagantuan size! GLEE!"

"How am I related to you?"

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions.  They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them.  They are also more massive than regular Abeil, and somewhat more primitive.  They speak Common and Sylvan.

Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 18 Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Favored Enemy (Ex): This is identical to the Ranger ability of the same name, and stacks with it.  The Soldier gets a +4 Favored Enemy Bonus against one type of enemy.

Buzzing Fury (Su): As a Swift Action the Soldier can begin a high pitched keening sound that disturbs opponents.  Whichever opponent it attacks in melee that round must make a DC 18 Willpower Save (Save DC is Charisma based) or be Shaken for the duration of the encounter.  If the Save is successful the opponent is immune to this Soldiers Buzzing Fury for 24 hours.  The Soldier may use this ability once every 1d4 rounds.

Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

Combat: Soldiers usually charge en masse performing Flyby Attacks in conjunction with their Buzzing Fury ability.  Once they've injured opponents or slowly whittled them down they close for the grapple and sting.

Offline bhu

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Re: Monster Revisions
« Reply #5 on: November 11, 2011, 09:42:57 PM »
Abeil Queen, Debarta
                      Large Monstrous Humanoid
Hit Dice:            20d8+80 (170 hp)
Initiative:           +0
Speed:                40 ft. (8 squares), Fly 60 ft. (Good)
Armor Class:          12 (-1 Size, +3 Natural), touch 9, flat-footed 12
Base Attack/Grapple:  +15/+26
Attack:               Claw +21 melee (1d6+7)
Full Attack:          2 Caws +21 melee (1d6+7) and 1 Sting +16 melee (1d8+3 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Drone, Improved Grab, Poison, Spells
Special Qualities:    Dark Vision 60', Cold Resistance 25, Hive Mind,SR 25
Saves:                Fort +9, Ref +9, Will +9
Abilities:            Str 24, Dex 11, Con 18, Int 12, Wis 20, Cha 14
Skills:               Concentration +11, Diplomacy +9, Intimidate +12, Knowledge (any two) +8, Listen +12, Sense Motive +12, Spot +12, Survival +12
Feats:               Combat Casting, Create Wondrous Item, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
Environment:          Any Plains or Hills
Organization:         Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
Challenge Rating:     20
Treasure:             Double Standard
Alignment:            Usually Lawful
Advancement:          By Character Class (usually Spirit Shaman)
Level Adjustment:     ---

"HOW DARE YOU INVADE MY DOMAIN!"

"Holy crap that's the fuzziest rack I've ever seen!"

"Uh, dude, we're in enough trouble..."

"Do those things shoot royal jelly?"

"You'll pardon my companion ma'am he suffers from several curses..."

"He's just gained several more for his trouble."

The Debarta are a tribe of the Abeil living in temperate or cold weather conditions.  They resemble Bumblebees more than Honeybees, and have thick coats of fur to protect them.  They are also more massive than regular Abeil, and somewhat more primitive.  They speak Common and Sylvan.

Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 22 Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 24 Fortitude Save, Initial and Secondary Damage is 2d4 Strength.

Spells: A Queen may cast spells as a Spirit Shaman whose caster level is equal to her hit Dice (this stacks with levels she may gain in the Spirit Shaman class).

Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are.  If one in a particular group isn't flat-footed or threatened, none of them are.

Combat:  Queens are rarely called upon to fight as they are necessary for their tribes survival.  If they are required to they rely upon their Soldiers to defend them while they cast spells.

Offline bhu

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Re: Monster Revisions
« Reply #6 on: November 11, 2011, 10:02:17 PM »
work in progress, my next take in the series of Kaiju Templates

Kaiju

Unlike normal Templates, Kaiju is not applied to a Base Creature. Kaiju are little more than gigantic Animals, bizarre humanoids, or occasional freakish mutants.  Usually they have some sort of special power or attack they are known for.

Size: Kaiju are Colossal, but they can get bigger.  If Increased Size is taken the Kaiju is 129 to 256 feet, and 251 to 500 tons.  Space is 40'.  Reach is 30' if long, or 40' if tall.

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Kaiju begin with 50d12 Hit Dice, giving them 600 hit points (plus their Constitution Modifier times 50).

Speed: Base Land Speed is 30' (40' if Increased Size is taken)

Armor Class: All Kaiju have a +40 Natural Armor Class Modifier (+48 if Increased Size is taken, and Size Modifier increases to -16). 

Attacks: Kaiju have a BAB of +50, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken).  Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.  If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

Special Attacks: All Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the Kaiju's Strength modifier (5d12 if Increased Size is taken). If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

Kaiju also get 3 choices from the following list:


Attach (Ex): The Kaiju can Attach itself to an opponent by making a Melee Touch Attack.  While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (Kaiju is assumed to get the version of Whirling Frenzy used by a 20th level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Blood Drain (Ex):  The Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them.  This is an 80' Cone (120' Cone if Increased Size is taken) that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes.  Opponents with the Scent ability take a -4 Penalty on this roll.  If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken).  If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone (120' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type (5d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' Radius spread.  An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If Increased Size is taken add +3d6 damage.  If using this attack as a Breath Weapon it must be defined as such during creation.

Energy Sting (Ex):  The Kaiju's Primary Natural Attack (which must do piercing damage) injects energy (for energy types, see Energy Attack below) instead of poison.  In addition to the attacks regular damage it also does 4d6 energy damage (choose type at creation).  On each subsequent turn the victim takes energy damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).  If Increased Size is chosen it does 6d6 for a Primary Attack, and 4d6 for a Secondary Attack.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Ink Cloud (Ex):  Once per minute the Kaiju can emit a cloud of Ink while it's underwater as a Free Action.  This Cloud is 60' by 60' by 60' and provides total concealment (double this size if Increased Size is taken).  Vision within the cloud is completely obscured.  The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving.  If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus).  Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none. 

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet (225' if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread.  Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constitution modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage). Increase damage by +3d6 if Increased Size is taken.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier, 150' if Increased Size is taken).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract (75 points if Increased Size is taken). The digestive tracts AC is equal to 10 + half the Kaiju's Natural Armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'.  All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5 (Hardness 10 if Increased Size is taken), and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon, 150' if Increased Size is taken). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind (150' if Increased Size is taken). If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: All Kaiju begin with the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 30/Epic.

Dark Vision (Ex): Range is 120 feet (180' if Increased Size is taken).

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Kaiju have Invulnerability 15.  Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 15) from all sources.  This does not stack with Damage Reduction or Energy Resistance.  If an attack could be stopped by either of these abilities use the higher of the two values.  For example if you have Damage Reduction 30/Epic, and Invulnerability 15 and are hit with a sword attack, use the DR's higher value.  But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt.  8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

Chameleon (Ex): The Kaiju can change colors and blend in with it's background. It does not receive a Size penalty to Hide checks.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area.

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 20.

Hold Breath (Ex): The Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex):  Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal.  It must move in a straight line, but does not provoke attacks of opportunity.

Immunity (Ex):The Kaiju is completely immune to one form of energy damage, or immune to poison and disease. This Special Quality may be taken multiple times.

Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Kaiju.  See notes by each entry in the Template for the effects of Increased Size.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Regeneration (Ex): The Kaiju gains Regeneration 10.  You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Heavy Armor, or Spines Special Qualities (or the Half-Construct Feat) and vice versa. You must always be vulnerable to at least 1 energy type if you take this ability.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus (1d8 if Increased Size is taken).

Sonar (Ex): The Kaiju gains Blindsight 240' (360' if Increased Size is taken).

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Kaiju has Tremorsense with a range of 240' (360' if Increased Size is taken).

Saves: Base Saving Throws are all +27 (plus the appropriate Stat Modifier).

Abilities: Kaiju begin with the following Stats: Str 50, Dex 10, Con 50, Int 3, Wis 16, Cha 40.  The Kaiju also has 10 points to distribute among it's Stats as you see fit.  If Increased Size is taken modify as follows: Str 60, Dex 8, Con 60.

Skills: Choose up to any 8 skills as your Kaiju's class skills.  If Increased Size is taken the Size Modifier for Hide Checks increases to -32, and the Size Modifier to Grapple Checks increases to +32.

Feats: A Kaiju gets 17 Feats, 10 of which may be Epic Feats, and any of which may be Kaiju Feats.  It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 28

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 51-60 HD (Colossal)

Level Adjustment: ---

Example of creature using template here:




Atsui Wa-Mu (Kaiju Remorhaz)
                      Colossal Kaiju
Hit Dice:             50d12+1000 (1600 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Burrow 30'
Armor Class:          44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
Base Attack/Grapple:  +50/+86
Attack:               Bite +62 melee (4d6+30 plus 9d6 fire)
Full Attack:          Bite +62 melee (4d6+30 plus 9d6 fire)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample (4d12, DC 55), Frightening Presence (DC 50), Energized Attack (Fire, 9d6), Energy Attack (Fire, Energy Missile, 18d6, DC 50), Swallow Whole
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Burrow), Tremorsense 240', Immune to Fire Damage
Saves:                Fort +47, Ref +29, Will +32
Abilities:            Str 50, Dex 14, Con 50, Int 5, Wis 20, Cha 40
Skills:               Climb +25, Hide +1, Knowledge (Nature) +2, Listen +10, Move Silently +7, Search +2, Spot +10, Survival +13
Feats:                Awesome Blow, Burning Attack (Energized Attack), Cleave, Close-Quarters Fighting, Damage Field, Devastating Critical (Bite), Extend Energized Attack, Great Cleave, Improved Bull Rush, Improved Critical (Bite), Improved Grab, Improved Initiative, Overwhelming Critical (Bite), Power Attack, Power Critical (Bite), Shock Trooper, Weapon Focus (Bite), Permanent Damage Field (B), Powerful Attack x3 (Energized Attack)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:    28
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---



Yonbusou (Kaiju Girallon)
                      Colossal Kaiju
Hit Dice:             50d12+1050 (1650 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 30'
Armor Class:          44 (-8 Size, +2 Dex, +40 Natural), touch 4, flat-footed 42
Base Attack/Grapple:  +50/+93
Attack:               Claw +69 melee (4d6+27)
Full Attack:          4 Claws +69 melee (4d6+27) and 1 Bite  +64 melee (2d8+13)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 62), Frightening Presence (DC 50), Pin Down, Rock Throwing/Catching, Stunning Blow (DC 62)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Enhanced Ability Score x2 (Strength)
Saves:                Fort +47, Ref +29, Will +36
Abilities:            Str 64, Dex 14, Con 50, Int 3, Wis 16, Cha 40
Skills:               Climb +40, Hide -9, Jump +32, Listen +13, Move Silently +7, Search +5, Spot +13, Survival +8
Feats:                Awesome Blow, Defensive Sweep, Epic Will, Fling Opponent, Improved Bull Rush, Improved Grab, Improved Multiattack, Improved Toughness, Iron Will, Keen Scent, Multiattack, Multigrab, Pounce, Power Attack, Rend, Scent, Shock Trooper, Extra Attacks x4 (3 Primary and 1 Secondary)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:     28
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---



Ikiresu (Kaiju Choker)
                      Colossal Kaiju
Hit Dice:             50d12+1000 (1600 hp)
Initiative:           +10
Speed:                30 ft. (6), Climb 30 ft.
Armor Class:          44 (-8 Size, +2 Dex, +40 Natural, ), touch 4, flat-footed 42
Armor Class Frenzied:          48 (-8 Size, +4 Dodge, +2 Dex, +40 Natural), touch 8, flat-footed 42
Base Attack/Grapple:  +50/+88
Attack:               Tentacle +64 melee (4d6+22/19-20)
Attack (Frenzy):               Tentacle +68 melee (4d6+26/19-20)
Full Attack:          2 Tentacles +64 melee (4d6+22/19-20) and a Bite +59 melee (2d8+11)
Full Attack (Frenzy):          2 Tentacles +68 melee (4d6+26/19-20) and a Bite +59 melee (2d8+11)
Space/Reach:          30 ft./30 ft. (60 ft. w/Tentacles)
Special Attacks:      Trample (4d12, DC 57), Frightening Presence (DC 50), Constriction (8d6+44), Extending Limbs, Battle Frenzy (Speed)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Climb), Blindsense 240', Chameleon
Saves:                Fort +47, Ref +35 (+39 Frenzy), Will +30
Abilities:            Str 54 (62 Frenzy), Dex 14, Con 50, Int 5, Wis 16, Cha 40
Skills:               Climb +35, Hide +13, Jump +27, Listen +10, Move Silently +14, Search +5, Spot +8, Tumble +10
Feats:                Blind-Fight, Close-Quarters Fighting, Combat Reflexes, Defensive Sweep, Elusive Target, Epic Reflexes, Eyes in the Back of Your Head, Fling Enemy, Improved Critical (Tentacle), Improved Initiative, Lightning Reflexes, Multigrab, Overwhelming Assault, Racial Skill Bonus (+4 Hide, Move Silently), Superior Initiative, Trip, Extra Attack x2 (1 Primary and 1 Secondary)(B), Improved Grab (B), Pounce (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     28
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---



Kyuuketsuki (Kaiju Stirge)
                      Colossal Kaiju
Hit Dice:             50d12+1000 (1600 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Fly 50' (Average)
Armor Class:          47 (-8 Size, +5 Dex, +40 Natural), touch 7, flat-footed 42
Base Attack/Grapple:  +50/+86
Attack:               Proboscis +63 melee (4d6+30/19-20)
Full Attack:          Proboscis +63 melee (4d6+30/19-20)
Space/Reach:          30 ft./20 ft.
Special Attacks:      Trample (4d12, 55), Frightening Presence (DC 50), Attach, Blood Drain, Diseased Attack (DC 50)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Electricity, Fire, Sonic), Invulnerability 15, Immune to Mind Influencing Effects, SR xx, Overnight Healing, Additional Movement Type (Fly), Enhanced Movement (Fly, x2)
Saves:                Fort +47, Ref +32, Will +30
Abilities:            Str 50, Dex 20, Con 50, Int 3, Wis 16, Cha 40
Skills:               Balance +10, Climb +25, Hide +4, Knowledge (Geography) +3, Listen +8, Move Silently +9, Search +8, Spot +8, Survival +8
Feats:               Dodge, Elusive Target, Epic Reflexes, Flyby Attack, Great Flyby Attack, Hover, Improved Critical (Proboscis), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Climb, Power Critical (Proboscis), Power Dive, Spring Attack, Weapon Focus (Proboscis), Wingover, Keen Scent (B), Racial Skill Bonus (+4 Hide, Move Silently)(B), Scent (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     28
Treasure:             None
Alignment:            Chaotic Neutral
Advancement:          51-60 HD (Colossal)
Level Adjustment:     ---


 


KAIJU FEATS

Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzed 1d3 turns.

Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

Damage Field (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of those attacks.

Death Ray (Prerequisites: Kaiju, Energy Ray): Your Energy Ray Special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

Engulf (Prerequisites: Kaiju, Semi-Solid): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger).  In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage.  Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack.  For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Increased Toughness (Prerequisites: Kaiju, Con 42+): Your Natural Armor Bonus increases by +3.  This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Permanent Damage Field (Prerequisites: Kaiju, Damage Field, Energized Attack, Extend Energized Attack): The Kaiju's Energized Attack is now always on.  Opponents attacking you in melee now take 3d6 energy damage.

Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Powered Attack (Prerequisites: Kaiju): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill.  This may be taken twice to gain up to a +8 Racial Bonus to one skill.  Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on.  Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky.  It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju):  The Kaiju takes double damage from one specific source, such as an energy or alignment type.  Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.
« Last Edit: December 31, 2018, 09:28:16 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #7 on: November 11, 2011, 10:04:42 PM »
Greater Kaiju

Unlike normal Templates, Greater Kaiju is not applied to a Base Creature. Kaiju are little more than gigantic Animals, bizarre humanoids, occasional freakish mutants, plants, or other less recognizable beings.  Usually they have some sort of special power or attack they are known for.

Size: Greater Kaiju are Colossal, but they can get bigger.  If Increased Size is taken the Kaiju is 129 to 256 feet, and 251 to 500 tons.  Space is 40'.  Reach is 30' if long, or 40' if tall.

Type: Type is Kaiju.

Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:

-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.


Hit Dice: All Greater Kaiju begin with 60d12 Hit Dice, giving them 720 hit points (plus their Constitution Modifier times 60).

Speed: Base Land Speed is 30' (40' if Increased Size is taken)

Armor Class: All Greater Kaiju have a +50 Natural Armor Class Modifier (+58 if Increased Size is taken, and Size Modifier increases to -16). 

Attacks: Greater Kaiju have a BAB of +60, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack, 6d6 if Increased Size is taken).  Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.  If Increased Size is taken the Kaiju's Size Modifier to Attacks increases to -16.

Special Attacks: All Greater Kaiju gain a Trample Attack and Frightening Presence:

Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the Kaiju's Strength modifier (5d12 if Increased Size is taken). If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.

Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.

Greater Kaiju also get 3 choices from the following list:


Ability Drain (Su): The Kaiju's primary attack (or its constriction if it has the Constriction ability) drains 1d8 from one stat which is chose at creation. Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit Dice + Charisma modifier) can be made to avoid this drain effect. This is otherwise identical to the ability listed in Monster Manual page 305 with one exception: At creation choose one of the following options: A successful Drain gives the Kaiju 5 temporary hit points for 1 hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour, or the Save DC's of it's Special Attacks are +2 for 1 hour. You must choose during creation to decide if the Ability Drain is linked to your primary attack, Constriction, or is done during a successful Grapple check.

Attach (Ex): The Kaiju can Attach itself to an opponent by making a Melee Touch Attack.  While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC.  To remove it requires the opponent to successfully Pin it in a Grapple.

Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.

Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy used by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.

Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.

Blood Drain (Ex):  The Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check (2d6 if Increased Size is taken), or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.

Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them.  This is an 80' Cone (120' Cone if Increased Size is taken) that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes.  Opponents with the Scent ability take a -4 Penalty on this roll.  If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.

Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus (6d6 if Increased Size is taken).  If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.

Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).

Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone (120' if Increased Size is taken)that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).

Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must choose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type (5d6 if Increased Size is taken), this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your Natural Attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).

Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. If Increased Size is taken it's a 120' Cone, a 15'x225' Line, a 450' Ray, a 225' Energy Missile, or an Explosive Blast with a range of 300' and a 90' Radius spread.  An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If Increased Size is taken add +3d6 damage.  If using this attack as a Breath Weapon it must be defined as such during creation.

Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour (+2 on a critical hit), or the Save DC's of it's Special Attacks are +2 for 1 hour (+4 on a critical hit).

Energy Drain (Su): You may Drain energy levels with an attack. The attack is an 80' Cone, a 10'x150' Line, or a 300' Ray. Opponents inside the Area of Effect of the Line or Cone (or struck by the Ray) must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or lose 2 Energy Levels. The Ray criticals on a Natural 20 draining 4 Energy Levels. The Kaiju does not gain any benefits from draining Energy Levels in this way. The Energy Drain attack may be used once every 1d4 rounds.

Energy Sting (Su):  The Kaiju's Primary Natural Attack (which must do piercing damage) injects energy (for energy types, see Energy Attack below) instead of poison.  In addition to the attacks regular damage it also does 4d6 energy damage (choose type at creation).  On each subsequent turn the victim takes energy damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).  If Increased Size is chosen it does 6d6 for a Primary Attack, and 4d6 for a Secondary Attack.

Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.

Ink Cloud (Ex):  Once per minute the Kaiju can emit a cloud of Ink while it's underwater as a Free Action.  This Cloud is 60' by 60' by 60' and provides total concealment (double this size if Increased Size is taken).  Vision within the cloud is completely obscured.  The cloud lasts for 1d6 minutes before currents begin to break it apart.

Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving.  If you have the initiative over your opponent he is considered Flat-Footed.

Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).

Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.

Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus).  Initial and Secondary damage is 2d6 (2d8 if Increased Size is taken), you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none. 

Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet (225' if Increased Size is taken). If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).

Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone (120' if Increased Size is taken). Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intitial and secondary damage is 1d6 (1d8 if Increased Size is taken), you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.

Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. If Increased Size is taken range is 120' Cone, 15'x225' Line, 300' ranged attack, or an Explosion with a 300' range and 90' spread.  Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constitution modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage). Increase damage by +3d6 if Increased Size is taken.

Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt. If Increased Size is taken you can throw Gargantuan rocks (4d8+Str Bonus, Save DC 35)

Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier, 150' if Increased Size is taken).

Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes (90' if Increased Size is taken). If the opponents save successfully they are immune to the effects of the Stench for 24 hours.

Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.

Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength modifier and 3d6 acid damage per round (if Increased Size is taken damage is 4d6+Str Modifier and 5d6 acid, if the creature has any attack doing energy damage the Swallow Whole attack can use that type of Energy damage). A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract (75 points if Increased Size is taken). The digestive tracts AC is equal to 10 + half the Kaiju's Natural Armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.

Unusual Power (Sp): Each time this power is selected the Kaiju gains a different Psilike Ability or Spell-Like Ability.  The Kaiju's Caster/Manifester Level is 20th level, and it's Save DC is 10 plus Spell/Power Level plus Charisma Modifier.  The Kaiju can pick any power on the Psychic Warrior List if this is a Psilike Ability, or any Spell on the Sorcerer or Druid Spell List of 8th level or less.  Spells/Powers of 2nd level or less may be used 5/day, 3rd-5th level can be used 3/day, and 6th level or higher 1/day.

Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. If Increased Size is taken range is 120' Cone, 15'x225' Line or an Explosive blast with a range of 300' and an area of effect of 90'.  All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5 (Hardness 10 if Increased Size is taken), and takes double damage from fire.

Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon, 150' if Increased Size is taken). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind (150' if Increased Size is taken). If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.

Special Qualities: All Greater Kaiju begin with the following:

Damage Reduction (Ex): A Kaiju gains Damage Reduction 30/Epic.

Dark Vision (Ex): Range is 120 feet (180' if Increased Size is taken).

Energy Resistance (Ex): The Kaiju gains Energy Resistance 50 to Acid, Cold, Fire, Electricity, and Sonic damage.

Invulnerability (Ex): Kaiju have Invulnerability 20.  Invulnerability works similar to Damage Reduction or Energy Resistance except you ignore the first x points of hit point damage (in this case 20) from all sources.  This does not stack with Damage Reduction or Energy Resistance.  If an attack could be stopped by either of these abilities use the higher of the two values.  For example if you have Damage Reduction 30/Epic, and Invulnerability 20 and are hit with a sword attack, use the DR's higher value.  But if the sword is Epic, and ignores Damage Reduction you may use your Invulnerability instead.

Immune to Mind Influencing Effects (Ex): Kaiju are immune to mind influencing effects (including Morale Effects and Fear).

Spell Resistance (Su): The Kaiju gains Spell Resistance equal to 10 + it's CR.

Overnight Healing (Ex): Kaiju are notoriously difficult to hurt, and keep hurt.  8 hours of rest completely heals any hit point or ability damage a Kaiju has taken.

It also gains 3 choices from the following list:

Absorb Energy (Su): Choose one type of energy the Kaiju has Energy Resistance to. Any damage of this type that penetrates the Kaiju's Energy Resistance is absorbed giving it some sort of temporary bonus for the next 10 minutes. You must choose which option at creation. You may take this ability more than once to absorb different kinds of energy as long as you have multiple Energy Resistance types. Your options are:
1) The absorbed energy is added to your hit points as temporary hit points.
2)The Save DC's of your Special attacks are increased by +1 for every 10 points of energy damage done
3)Your to hit and damage rolls are increased by +1 for every 10 points of energy damage done
4)Your Deflection bonus to Armor class is increased by +1 for every 10 points of energy damage done
5)Your Saving Throws are increased by +1 for every 10 points of energy damage done
6) You may immediately use an ability such as Energy Attack that can only be used so many times per round even if you just used it. You can do this once per attack you absorb and the attack must do at least 10 hp of amage.
7) You may use one spell like ability an extra time per day as long as you do it within the next 10 minutes. You can do this once per attack absorbed, as long as that attack does 10 hp of damage or more.
8)Extend the duration of a Special Attack like Energized Attack one round per 10 points of damage absorbed.
Options that provide a bonus can accumulate a maximum bonus of +10.

Additional Energy Resistance (Ex): This may be taken multiple times. Each time it is taken you gain Energy Resistance 50 to 2 additional types of energy listed under Energy Attack above.

Additional Movement Type (Ex): The Kaiju gains a land, swim, fly, climb, or burrow speed. The new movement types speed is equal to the Kaiju's base speed. This can be chosen multiple times. If the Kaiju gains a Swim move it may also gain the Aquatic subtype if you wish. You may also make it amphibious. If you gain a Flight move your maneuverability is initially Poor.

Blindsense (Ex): While in the water the Kaiju can sense all other beings within 240'.

Chameleon (Ex): The Kaiju can change colors and blend in with it’s background. It does not receive a Size penalty to Hide checks.

Death Throes (Su): When killed this Kaiju explodes doing energy damage of the same type as it has resistance to (choose one at creation if it has more than one). All creatures within 100 feet of the Kaiju must make a Reflex Save (DC=10 + 1/2 Hit Dice + Constitution modifier) or take 20d6 energy damage (+1d6 per 3 hit dice over 40). A successful Save halves this damage.

Enhanced Ability Score (Ex): You may add +4 to any one ability score after all the other modifiers for this template have been added.

Enhanced Movement (Ex): One of the Kaiju's movement types is increased by +20 feet. This may be taken multiple times. Optionally if the Kaiju has a Flight speed, it can increase its maneuverability 2 levels higher.

Fast Healing (Ex): The Kaiju gains Fast Healing 20.

Forcefield (Su):Once per day you may create a glowing field of force around yourself for a number of rounds equal to your Charisma modifier. It is effectively the same as a Wall of Force except that it protects you personally as opposed to an area (i.e. it forms a sphere around you).

Heavy Armor (Ex):The Kaiju has incredibly thick armor plating, even for one of it's kind. It's Invulnerability increases to 20.

Hold Breath (Ex): The Kaiju may hold it's Breath for a number of hours equal to it's Constitution Modifier before it risks drowning.

Jet (Ex):  Once per round as a Full Round Action the Kaiju can jet backwards, increasing it's swim move to six times normal.  It must move in a straight line, but does not provoke attacks of opportunity.

Immunity (Ex): This may be taken multiple times.  Each time it is chosen you gain immunity to one of the following:

1)1 specific type of Energy damage (you may optionally choose to include Force, Negative Energy, and Positive Energy on this list)
2)Poison and Disease
3)Ability Damage/Drain and Energy Drain
4)Petrification and Polymorph
5)No longer needs to breath, eat, or sleep, and is immune to sleep/aging effects
6)Paralysis, Stunning, and non lethal damage
7)Critical hits of flanking
8)Death effects
Increased Size (Ex): If Increased Size is chosen it counts as two selections for the Kaiju.  See notes by each entry in the Template for the effects of Increased Size.

Partial Type Change (Ex): The Kaiju can gain all the traits (and weaknesses) of one of the following types: Construct (including Living Construct for cyborg types), Elemental, Ooze, Plant, or Undead.  Their Hit Dice, BAB, Saves, and Skill Points do not change nor do they lose any traits from the Kaiju Type, and they are still considered the both the Kaiju Type and the new Type for purposes of all spells/powers effects (i.e. Undead Kaiju can be Turned, albeit with incredible difficulty).  Kaiju who become Constructs or Undead retain their Con Score.

Reflect Energy (Su):If an energy based attack that you have Energy Resistance to fails to penetrate your Energy Resistance once damage is rolled it is reflected back at the attacker. This only works on energy attacks with a to hit roll.

Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate the kaiju's Spell Resistance are reflected back at the caster.

Regeneration (Ex): The Kaiju gains Regeneration 10.  You must decide what type of damage it cannot regenerate upon creation of the Kaiju.

See Invisibility (Su):The Kaiju can See Invisibility as a 20th level Sorcerer permanently. It can suppress or resume this ability as a free action.

Semi Solid (Ex): Kaiju with this ability are incredibly amorphous. The Kaiju takes no damage from Piercing weapons, 1/2 damage from Slashing weapons, and full damage from Blunt weapons. Semi Solid may not be taken if you have the Forcefield, Heavy Armor, or Spines Special Qualities (or the Half-Construct Feat) and vice versa. You must always be vulnerable to at least 1 energy type if you take this ability.

Spell/Power Absorption (Su): If the Kaiju is specifically targeted by a Spell/Power, and it fails to defeat the Kaiju's Spell Resistance, the Kaiju absorbs the Spell. The Kaiju can use this to increase its own power temporarily. Your options are:
1) Gain Regeneration: X . X=the spell level of the spell absorbed.
2)The Save DC of the next Special Attack you use is increased by an amount equal to the level of the spell absorbed.
3)Gain a temporary circumstance bonus to attack and damage rolls equal to the level of the spell absorbed.
4)Gain a Deflection bonus to Armor Class for equal to the level of the spell absorbed.
5)Gain a circumstance bonus to all Saving Throws equal to the level of the spell absorbed.
6)You can apply one of the following metamagic Feats to your Spell Like ability the next time you use it: Enlarge Spell, Extend Spell, QUicken Spell, Silent Spell, Still Spell, Fortify Spell, Sculpt Spell

These bonuses last 1 minute per spell level.

Spines (Ex): The Kaiju is covered in spines. Anything hitting it with an unarmed strike or a natural attack takes 1d6 damage plus its Strength bonus (1d8 if Increased Size is taken).

Sonar (Ex): The Kaiju gains Blindsight 240' (360' if Increased Size is taken).

Sprint (Ex): Once per hour the Kaiju can move up to 5 times it's normal Speed when performing a Charge attack.

Tremorsense (Ex): The Kaiju has Tremorsense with a range of 240' (360' if Increased Size is taken).

Saves: Base Saving Throws are all +32 (plus the appropriate Stat Modifier).

Abilities: Kaiju begin with the following Stats: Str 60, Dex 10, Con 60, Int 8, Wis 18, Cha 46.  The Kaiju also has 10 points to distribute among it's Stats as you see fit.  If Increased Size is taken modify as follows: Str 80, Dex 6, Con 80.

Skills: Choose up to any 8 skills as your Kaiju's class skills.  If Increased Size is taken the Size Modifier for Hide Checks increases to -32, and the Size Modifier to Grapple Checks increases to +32.

Feats: A Kaiju gets 21 Feats, 14 of which may be Epic Feats, and any of which may be Kaiju Feats.  It also gets 4 Bonus Feats which must be Kaiju Feats.

Environment: Any

Organization: Solitary or Unique

Challenge Rating: 36

Treasure: None

Alignment: Usually Chaotic Neutral, but can be any Alignment.

Advancement: 61+ HD (Colossal)

Level Adjustment: ---


« Last Edit: August 22, 2021, 06:24:13 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #8 on: November 11, 2011, 10:05:07 PM »
Greater Kaiju Part 2

Example of creature using template here:

Seishin-Namida (Kaiju Mindflayer)
                      Colossal Kaiju
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          52 (-8 Size, +50 Natural), touch 2, flat-footed 52
Base Attack/Grapple:  +60/+101
Attack:               Tentacle +83 melee (4d6+30/19-20)
Full Attack:          4 Tentacles +83 melee (4d6+30/19-20) and 2 Claws +77 melee (2d8+15)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 70), Frightening Presence (DC 58), Unusual Power (Psionic Blast 5/day, DC 33, Stun 8 rounds), (Psionic Mind Blank 3/day), (Ultrablast 1/day, 20d6, DC 37)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Spell/Power Absorption (increase Save DC's), Regeneration 10, Forcefield
Saves:                Fort +57, Ref +32, Will +42
Abilities:            Str 60, Dex 10, Con 60, Int 18, Wis 18, Cha 46
Skills:           Bluff +54, Concentration +85, Hide +14, Listen +67, Move Silently +30, Sense Motive +67, Spot +67, Swim +55
Feats:                Ability Focus (Psionic Blast, Ultrablast), Close-Quarters Fighting, Combat Manifestation, Defensive Sweep, Enhanced Power x2 (Ultrablast, 3/day, 60' Area of Effect), Epic Will, Extra Attacks x5 (3 Primary Tentacles and 2 Secondary Claws), Improved Critical (Tentacle), Improved Initiative, Iron Will, Multigrab, Overwhelming Assault, Power Critical (Tentacle), Superior Initiative, Weapon Focus (Tentacle), 4, Enhanced Power x2 (Psionic Blast, 80' Cone, 5/day)(B), Enhanced Power (Mind Blank 3/day)(B), (Improved Grab (B),
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          61+HD (Colossal)
Level Adjustment:     ---



Akumakoori (Kaiju Ice Devil)
                      Colossal Kaiju/Construct (Living)
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Fly 30 ft. (Poor)
Armor Class:          54 (-8 Size, +2 Dex, +50 Natural), touch 4, flat-footed 52
Base Attack/Grapple:  +60/+103
Attack:               Claw +84 melee (4d6+32)
Full Attack:          2 Claws +84 melee (4d6+32), 1 Bite +84 melee (2d8+16 plus 4d6 Cold), and 1 Sting +85 melee (2d8+16/19-20 plus 4d6 Cold)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 72), Frightening Presence (DC 58), Energy Attack (Cone, 23d6 Cold, DC 70), Energy Sting (Bite, Cold), Webbing (200' blast, DC 70)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (living Construct), Immune to Fire, Additional Movement Type (Flight)
Saves:                Fort +57, Ref +34, Will +36
Abilities:            Str 65, Dex 15, Con 60, Int 8, Wis 18, Cha 46
Skills:               Bluff +25, Climb +35, Concentration +33, Jump +35, Listen +12, Move Silently +10, Search +7, Spot +12
Feats:                Alertness, Cleave, Combat Reflexes, Defensive Sweep, Devastating Critical (Sting), Extra Attack x3 (1 Primary Claw, 1 Secondary Bite, and 1 Secondary Sting), Flyby Attack, Hover, Improved Critical (Sting), Improved Initiative, Improved Multiattack, Multiattack, Overwhelming Assault, Overwhelming Critical (Sting), Power Attack, Power Climb, Power Dive, Weapon Finesse (Sting), Wingover, Stunning Attack x2 (Energy Attack, Energy Sting)(B), Powerful Blast x2 (+4d6 Energy Sting)(B)
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Lawful Evil
Advancement:          61+HD (Colossal)
Level Adjustment:     ---



Daichi (Kaiju Earth Elemental)
                      Colossal Kaiju/Elemental (Earth)
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Burrow 30 ft.
Armor Class:          58 (-8 Size, +56 Natural), touch 2, flat-footed 58
Base Attack/Grapple:  +60/+106
Attack:              Slam +88 melee (4d6+30/19-20)
Full Attack:          2 Slams +88 melee (4d6+30/19-20)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (4d12, DC 77), Frightening Presence (DC 58), Constriction (8d6+60), Improved Grab, Pin Down
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Additional Movement Type (Burrow), Partial Type Change (Elemental), Tremorsense
Saves:                Fort +57, Ref +32, Will +36
Abilities:            Str 70, Dex 10, Con 60, Int 8, Wis 18, Cha 46
Skills:               Balance +8, Climb +38, Hide -8, Knowledge (The Planes) +6, Listen +12, Move Silently +8, Search +7, Spot +12
Feats:                Ability Focus (Trample), Alertness, Awesome Blow, Cleave, Close-Quarters Fighting, Combat Brute, Defensive Sweep, Devastating Critical (Slam), Epic Will, Extra Attack (Primary Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Sunder, Multigrab, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Critical (Slam), Shock Trooper, Weapon Focus (Slam), Subtype (Earth)(B), Improved Grab (B), Increased Toughness x2 (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Neutral
Advancement:          61+HD (Colossal)
Level Adjustment:     ---



Gaki (Kaiju Ghoul)
                      Colossal Kaiju/Undead
Hit Dice:             60d12+1500 (2220 hp)
Initiative:           +5
Speed:                50 ft. (10 squares), Burrow 30 ft.
Armor Class:          57 (-8 Size, +5 Dex, +50 Natural), touch 7, flat-footed 52
Base Attack/Grapple:  +60/+101
Attack:            Claw +82 melee (4d6+30 plus disease plus paralysis)
Full Attack:          2 Claws +82 melee (4d6+30 plus disease plus paralysis) and 1 Bite +82 melee (2d8+15/19-20 plus disease plus paralysis)
Space/Reach:          30 ft./30 ft.
Special Attacks:      Trample (DC 70), Frightening Presence (DC 58), Diseased Attacks (DC 70), Poison Attack (Bite and Claws, Paralysis, DC 70)
Special Qualities:    DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (Undead), Additional Movement Type (Burrowing), Enhanced Movement Type (Land speed)
Saves:                Fort +57, Ref +43, Will +36
Abilities:            Str 60, Dex 20, Con 60, Int 8, Wis 18, Cha 46
Skills:               Balance +13, Climb +37, Hide -3, Jump +38, Listen +12, Move Silently +13, Spot +12, Tumble +13
Feats:                Close Quarters Fighting, Defensive Sweep, Dodge, Elusive Target, Epic Reflexes, Extra Attack x2 (1 Primary Claw, 1 Secondary Bite), Improved Critical (Bite), Improved Multiattack, Improved Snatch, Lightning Reflexes, Mobility, Multiattack, Multisnatch, Overwhelming Assault, Prone Attack, Snatch, Keen Scent (B), Rend (B), Scent (B), Trip (B)
Environment:          Any
Organization:         Unique
Challenge Rating:     36
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          61+HD (Colossal)
Level Adjustment:     ---


 


KAIJU FEATS

Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzeed 1d3 turns.

Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.

Buzzsaw (Prerequisites: Kaiju, Partial Type Change: Construct): Due to retractable revolving saw blades inside your body you do 10d6 Slashing damage with a successful Grapple Check (this damage ignores DR).

Damage Field (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of those attacks.

Death Ray (Prerequisites: Kaiju): Your Energy Ray Special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.

Engulf (Prerequisites: Kaiju, Semi-Solid or Partial Type Change: Ooze): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger).  In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.

Enhanced Power (Prerequisites: Kaiju, Unusual Power): You can increase the range of your power, or the number of times per day it can be used.  If used to increase range, the effect depends on the spell.  Cones become an 80' Cone, Lines become a 10'x150' Line, Rays get a range of 300 feet, Area of Effect attacks get a range of 200 feet and a 60 foot radius spread, all other attacks get a range of 150'.   If used to increase the number of times per day 5/day powers become at will, 3/day powers become 5/day, and 1/day powers become 3/day.  This Feat may be taken multiple times.

Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.

Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage.  Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack.  For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.

Flying Razors (Prerequisites: Kaiju, Partial Type Change: Construct, Ranged Attack): Your Ranged Attack ability ignores Damage Reduction.

Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.

Increased Toughness (Prerequisites: Kaiju, Con 42+): You Natural Armor Bonus increases by +3.  This may be taken multiple times, and it stacks.

Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.

Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.

Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.

Powered Attack (Prerequisites: Kaiju): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).

Powerful Blast (Prerequisites: Kaiju): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.

Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.

Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.

Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.

Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.

Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill.  This may be taken twice to gain up to a +8 Racial Bonus to one skill.  Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on.  Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.

Rocket Fist (Prerequisites: Kaiju, Partial Type Change: Construct): Your Primary Natural Attack (usually a Slam) may also be used as a Ranged Attack.

Scent (Prerequisites: Kaiju): You gain the Scent Ability.

Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.

Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes:
Air, Amphibious, Aquatic, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Good, Lawful, Shapechanger, or Water.

Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky.  It falls to the ground taking normal falling damage, and is prone.

Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you fail your opponent does not receive a Trip attempt against you in return.


KAIJU FLAWS

These can be taken to gain an additional Kaiju Feat.

WEAKNESS (Prerequisites: Kaiju):  The Kaiju takes double damage from one specific source, such as an energy or alignment type.  Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.

Offline bhu

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Re: Monster Revisions
« Reply #9 on: November 11, 2011, 10:52:50 PM »
Giant Starfish, Sunstar
                      Huge Magical Beast (Aquatic)
Hit Dice:             12d10+60 (126 hp)
Initiative:           -1
Speed:                20 ft. (4 squares)
Armor Class:          17 (-2 Size, -1 Dex, +10 Natural), touch 7, flat-footed 17
Base Attack/Grapple:  +12/+28
Attack:               Arm +18 melee (1d6+8)
Full Attack:          10 Arms +18 melee (1d6+8)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole, Damage Ship
Special Qualities:    Blind, Mindless, Blindsense 60', Regeneration 5, Regrowth, Immunities, Scent, Spiny Defense, DR 5/Slashing or Piercing
Saves:                Fort +13, Ref +7, Will +4
Abilities:            Str 26, Dex 8, Con 20, Int -, Wis 11, Cha 2
Skills:               ---
Feats:                ---
Environment:          Any Aquatic
Organization:         Solitary or Swarm (5-10)
Challenge Rating:     10
Treasure:             None
Alignment:            Always Neutral
Advancement:         13-24 HD (Gargantuan)
Level Adjustment:     ---

"This...is wrong in so many ways..."

Giant Sunstars are the magically mutated cousins of their smaller, naturally evolved starfish ancestors.  As usual some Wizard thought they'd make a great underwater guardian.  They were able to increase their metabolism enough to allow them normal movement and even grow massively in size.  Unfortunately they couldn't give them a brain.  It's kind of hard to order minions who don't have a brain and can't understand what you want.  Since then they've become the garbagemen of the seas, eating just about anything organic.

Improved Grab (Ex): If a Sunstar successfully hits with it's Arm attack it may immediately make a Grapple Checkas a Free Action without provoking an Attack of Opportunity.  If it succeeds it may do it's Arm damage or use it's Swallow Whole ability.

Swallow Whole (Ex): A Sunstar may eject it's stomach to wrap an opponent up to it's own Size Class with a successful Grapple Check.  The stomach can only hold one opponent at a time, but once the opponent is reduced to -10 hp by the stomach acid it is dissolved and it may use the stomach again.  Swallowed creatures take 1d8+8 bludgeoning damage and 2d8+8 acid damage per turn in the stomach.  Swallowed creatures may cut their way out by doing 25 points of damage against the stomach (AC 15) with a light piercing or slashing weapon. 

Damage Ship (Ex): As a Standard Action a Sunstar has a 95% chance to capsize a ship 20' long or less.  It has a 50% chance to capsize a ship 21' to 60' long, and a 20% chance if it's over 60' long.

Blind (Ex): Starfish only have simple eyes bale to detect light and darkness.  As such they are immune to any effect requiring them to be able to see an opponent.

Regeneration (Ex): Sunstar Regeneration doesn't work against Fire damage.  Lost limbs regenerate within 1 week.

Regrowth (Ex): A Sunstar that is chopped up becomes new Sunstars.  Any piece equal to about 10% of the body weight of the original begins life as a 2 HD Sunstar, and it regenerates 1 HD a month until it becomes a new full sized Sunstar.

Immunities (Ex): Sunstars are immune to critical hits and disease, and cannot be flanked.

Spiny Defense (Ex): Sunstars are covers in spines, and if Swallowed (!) they do 2d6 piercing damage per round to their opponent.  Opponents who attack them with unarmed strikes, natural weapons, or grapples takes 2d6 plus their own Strength Modifier in damage per turn. 

Combat: Sunstars tend to capsize boats first if there's no prey in the water (they assume the boat is prey).  After that they try to grapple, swallow, and move off till that prey is digested and they can swallow another.




Offline bhu

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Re: Monster Revisions
« Reply #10 on: November 12, 2011, 03:57:00 AM »
and whilst Im working on finishing the Kaiju I've had a request, yet another Hackmaster update:

Culvert Fiend
Small Aberration (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 15 ft. (3 squares), Climb 15 ft. Swim 15 ft.
Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/+5
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Ambush, Improved Grab, Constrict (1d4+1 plus 1 point Con), Break Limb
Special Qualities: Dark Vision 60', Mindless, Amphibious, Blindsight 30'
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 12, Dex 14, Con 12, Int -, Wis 12, Cha 2
Skills: Climb +9, Hide +10, Move Silently +6, Swim +9
Feats: Weapon Finesse
Environment: Sewers
Organization: Solitary, Pair, or Group (3-6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: ----

"They want us to do what?"

"Sorry Bert. They says it's the sewers needs cleanin' out. They ain't got no more monsters outside of them."


Blood Drain (Ex): The Culvert Fiend does one point of temporary Constitution damage per round it maintains a grapple.

Ambush (Ex): Culvert Fiends are infamous for reaching up from the sewers below and grabbing hold of peoples ankles before trying to pull them in (usually breaking their leg in the process). If the Culvert Fiend can successfully make an opposed Move Silently vs Listen check, it can use it's Ambush ability in the surprise round. It lunges at the opponent wrapping it's tentacles around their ankles, and pulls them towards the sewer grate. This is a melee touch attack, and if successful, the Culvert Fiend gets a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does 1d8 damage with the initial Grapple Check before reverting to it's normal Grapple damage on the next turn as it tries to pull it's opponent through an opening in a grate to small for him to fit through. If the opponent fails his opposed Grapple Check by 10 or more, the Culvert Fiend actually breaks his leg in the process. PC's with a broken leg cannot walk. Unset limbs are very painful and therefore will impose a -2 circumstance penalty to all attack rolls, skill checks, Reflex saves, and Will saves. Also, casting spells with an unset limb requires a successful Concentration skill check (DC:15). A Heal skill check (DC:20) can be made to set the limb so that it is less painful. A set limb will heal completely in 60 days - (Constitution Bonus x 2). An unset limb will heal so poorly that it will remain useless. After 30 days of remaining unset it will never heal naturally and only magical means will mend the limb. The Culvert Fiend cannot break the limb of any creature more than two size classes larger than it (i.e. Large or bigger), nor can it break the leg of any creature with no bones (Plants, Elementals, Oozes, some Aberrations or Undead, maybe some Outsiders).

Improved Grab (Ex): If the Culvert Fiend successfully hits with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can constrict. Culvert Fiends take no Size Penalties to Grapple Checks, and gain a +4 Racial Bonus to Grapple Checks.

Constrict (Ex): The Culvert Fiend does 1d4+1 damage plus 1 point of temporary Constitution damage per round with a successful Grapple Check.

Mindless (Ex): The Culvert Fiend has no intelligence score, and is immune to all Mind-Affecting effects.

Skills: Culvert Fiends gain a +8 Racial Bonus to Climb and Swim checks, and may always Take 10 on a Climb or Swim check. They also gain a +4 Racial Bonus to Hide and Move Silently checks.

Combat: Culvert Fiends almost always go for the Ambush if they can. If not they prey on slow moving or weak targets unless desperate or influenced magically. Even then they go straight for the Grapple.
« Last Edit: November 25, 2011, 11:27:14 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #11 on: November 12, 2011, 05:59:47 PM »
Abeil Vassal, Gaborah
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Fly 60 ft. (Average)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+3) or Scimitar +2 melee (1d6+3/18-20) or Sling +2 Ranged (1d4)
Full Attack: 2 Claws +2 melee (1d4+3) and 1 Sting -3 melee (1d4+1 plus poison) or Scimitar +2 melee (1d6+3/18-20) or Sling +2 Ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drone, Improved Grab, Poison
Special Qualities: Dark Vision 60', Hive Mind
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 13, Cha 8
Skills: Craft (any one) +6, Knowledge (any one) +2, Listen +3, Search +6, Survival +3
Feats: Heat Endurance
Environment: Warm Plains or Hills
Organization: Solitary, Pair, Team (4-8), or Crew (10-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Scout)
Level Adjustment: +3


"Is it wrong that I find tall armor plated bee women hot?"

"Ostensibly I'd say yes. Yes it is."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action an Vassal can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 10 Willpower Save (Save DC is Charisma Based). This ability does not effect Vassal's, nor does it have a HD limit.

Improved Grab (Ex): If the Vassal hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 12 Fortitude Save, Initial and Secondary Damage is 1d3 Constitution.

Hive Mind (Ex): All Vassals within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Vassals have a +4 Racial Bonus to Craft and Search Checks.

Combat: Vassals prefer to avoid combat as the Hive's Soldiers usually perform those duties. But if they are required to the Vassals make decent hit and run fighters.
« Last Edit: November 25, 2011, 11:29:11 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #12 on: November 12, 2011, 06:00:05 PM »
Abeil Soldier, Gaborah
Large Monstrous Humanoid
Hit Dice: 8d8+90 (153 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Fly 80 ft. (Average)
Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d6+7) or Scimitar +12 melee (1d8+7/18-20)
Full Attack: 2 Claws +12 melee (1d6+7) and 1 Sting +7 melee (1d8+3 plus poison) or Scimitar +12/+7 melee (1d8+7/18-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drone, Improved Grab, Poison, Painful Sting
Special Qualities: Dark Vision 60', Hive Mind, DR 5/Magic, Fire Resistance 20
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 24, Dex 10, Con 18, Int 9, Wis 12, Cha 10
Skills: Knowledge (any one) +1, Intimidate +5, Listen +5, Sense Motive +5, Spot +5, Survival +5
Feats: Ability Focus (Poison), Flyby Attack, Hover
Environment: Warm Plains or Hills
Organization: Solitary, Pair, Team (4-8), or Troop (10-20)
Challenge Rating: 6?
Treasure: Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually Warblade)
Level Adjustment: +6

"Hmm....we still got them Potions of Enlarge Person?"

"Maybe one of the bee women has a Remove Curse spell I can use on you. Now I just have to figure out how to convince her to use it before you speak..."

"Dude...seriously I needs me them potions so I can snuggle me some Bee Woman..."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action a Soldier can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 14 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex): If the Soldier hits with it's claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does its claw and sting damage each round.

Poison (Ex): Injury, DC 20 Fortitude Save, Initial and Secondary Damage is 1d4 Constitution.

Painful Sting (Ex): Each time an opponent fails to make a Saving Throw against the Gaborah's poison it takes a cumulative -1 penalty to all rolls for 24 hours. Opponents who are not alive or who are immune to poison or pain are immune to this effect.

Hive Mind (Ex): All Soldiers within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Skills: Soldiers have a +4 Racial Bonus to Intimidate, Listen, and Spot checks.

Combat: Soldiers tend to sting opponents and fly away to let hte venom take effect before closing to sting again. They will repeat this pattern, abandoning it only if opponents seem immune to their venom.
« Last Edit: November 25, 2011, 11:31:19 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #13 on: November 12, 2011, 06:00:27 PM »
Abeil Queen, Gaborah
Medium Monstrous Humanoid
Hit Dice: 16d8+64 (136 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Fly 70 ft. (Good)
Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +12/+26
Attack: Claw +17 melee (1d6+5)
Full Attack: 2 Claws +17 melee (1d6+5) and 1 Sting +12 melee (2d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drone, Improved Grab, Poison, Spells
Special Qualities: Dark Vision 60', Fire Resistance 25, Hive Mind,SR 25
Saves: Fort +9, Ref +11, Will +15
Abilities: Str 20, Dex 12, Con 18, Int 14, Wis 20, Cha 14
Skills: Concentration +12, Diplomacy +10, Intimidate +10, Knowledge (any two) +10, Listen +13, Sense Motive +13, Spellcraft +6, Spot +13, Survival +13
Feats: Combat Casting, Dodge, Flyby Attack, Great Fortitude, Hover, Improved Initiative
Environment: Warm Plains or Hills
Organization: Solitary, or Hive (1 Queen plus 20-100 vassals and 5-30 Soldiers)
Challenge Rating: 18
Treasure: Double Standard
Alignment: Usually Lawful
Advancement: By Character Class (usually xx)
Level Adjustment: ---

"I understand you molested one of my soldiers."

"Wow your bosoms look like they could deflect spears."

"Dude...please stop talking..."

"Can you poop honey?"

"Before you kill us, please understand one of your relatives up North cursed him."

"I understand how she feels..."

The Gaborah are a tribe of the Abeil living in harsh deserts and tropical conditions. They resemble Hornets more than Honeybees, and have thick armored skin. They are roughly as advanced as the more common Abeil, but rarer due to producing less young. They speak Common, Elven, and Sylvan.

Drone (Su): As a Full Round Action a Queen can beat her wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a DC 20 Willpower Save (Save DC is Charisma Based). This ability does not effect Abeil's, nor does it have a HD limit.

Improved Grab (Ex):
If the Queen hits with her claw attack she may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful she does its claw and sting damage each round.

Poison (Ex):
Injury, DC 22 Fortitude Save, Initial and Secondary Damage is 1d4 Constitution.

Spells:
A Queen may cast spells as an 18th level Clerics with access to the Community, Law, and Planning Domains. This stacks with any levels they may have in the Cleric class.

Hive Mind (Ex): All Abeil within 25 miles of their Queen are in constant communication, and if one of them is aware of a particular danger they all are. If one in a particular group isn't flat-footed or threatened, none of them are.

Combat:
Queens are rarely called upon to fight as they are necessary for their tribes survival. If they are required to they rely upon their Soldiers to defend them while they cast spells.
« Last Edit: November 25, 2011, 11:33:49 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #14 on: July 27, 2012, 08:02:58 PM »
yes this is the Ravenloft Critter


VAMPYRES


   
"Do I feel dead to you?"

 Vampyres are an ancient race who began specifically preying on humans and the occasional elf.  They stand under 6' tall and are usually exceptionally beautiful (though some are spectacularly hideous due to inbreeding).  They are slender with very pale skin and dark eyes.  They have retractable claws that look like sharp nails, and fanged incisors.  Their facial features are exotic and some say they have a slight feline cast.  They prefer dark, somber clothing (though attractive members often dress like streetwalkers to attract prey). 

VAMPYRE RACIAL TRAITS
·   +2 Str, +2 Dex, +4 Int, +2 Cha
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   +5 Natural Armor Bonus
·   Blood Drain (Ex): A Vampyre can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Vampyre gains 5 temporary hit points. Vampyres feed in this manner and do not require food or water.  They must drain at least 1 point of Constitution per day or begin suffering the effects of Starvation (see DMG).
·   Charm Toxin (Ex): Vampyre saliva is particularly toxic and victims who are bitten must make a Willpower Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus 1/2 the damage done by the Bite attack).  If he fails he is affected as if by a Charm Person spell.  Unlike normal the Charmed victim will not resist the bite of the Vampyre who bit him (however he will still fight other Vampyres), and the duration is 24 hours.
·   Vampyres have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus plus Charm Toxin.  They get 2 Claw attacks and 1 Bite attack with a Full Attack.  They are proficient with all Simple Weapons.
·   A Vampyre has 8 Racial Hit Dice, giving it the following: 8d8 Hit Points, +8 base Attack Bonus, +2 Fort Save, +6 Ref Save, +6 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Bluff, Diplomacy, Hide, Listen, Move Silently, and Spot. They also get 3 Feats.
·   Automatic and Bonus Languages: Vampyres automatically speak Common.  Bonus languages: Any Humanoid or Monstrous Humanoid language or Giant.
·   Level Adjustment : +2
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50 years
 Old: 75 years
 Venerable: 100 years
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'11"  Female: 4'8"
 Height Modifier: +2d10
 Base Weight: Male: 125 lbs.   Female: 85 lbs.
 Weight Modifier: x (2d4) lbs.

VAMPYRE CHARACTERS
 Given their stats, Vampyres make decent Cha based gishes or melee fighters.  Since they have no penalty stats they can really try just about anything, they;re just obviously better at some than others.
 Adventuring Race: Vampyres go adventuring because they've been found out and need to flee the area, or because they're pack was wiped out and they need an excuse to disappear.  Many sign as traveling mercenaries as cover.  It works well since they can travel by day and don't appear as Undead.
 Character Development: You need blood to live, so do everything you can to build up Grappling if you intend to take it by force.  If you just intend to buy small animals like chickens and drain them (an option you find appalling for more reasons than the taste) you can concentrate elsewhere.  If you aren't physically tough you may want to pick up a few Levels of Beguiler or another class that lets you enchant people from a distance.
 Character Names: Vampyres use the naming conventions of their prey as they need to fit in locally to avoid detection.

ROLEPLAYING A VAMPYRE
 Vampyres are sociopaths almost without exception.  They have some vague sense of kinship with one another due to their reliance on each other to obtain food, but all other races are either food or competition.  It would be a very special Vampyre indeed who could learn to put this insularity behind them long enough to accept another species as  a companion, and if they were starving they'd still consider eating him.  Unlike undead their need for blood isn't a compulsion, it's food.  For them to eat a living being must die or be made ill.  They can't afford sympathy or mercy.
 Personality: Vampyres have trust issues.  Xenophobic as a whole they rarely even meet their own kind beyond their immediate family except for special occasions.  They have to show restraint lest they indulge incestually, so when two or more packs meet the party is fairly massive (assuming one pack moves on and doesn't settle down as competition).  They're too paranoid (and repulsed) to indulge in interspecies romances.  They aren't renowned for willpower and are afraid they will reveal themselves interacting with other races if they lose control when they get hungry.
 Behaviors: Vampyres spend most of their time practicing seduction and stalking in order to perfect their hunting techniques.  They're also taught healing, torture, and humanoid anatomy in order to preserve victims and keep them alive longer in order to provide more blood.  Being pack predators they often practice psychological warfare and intimidation on one another not only to maintain/improve their position in the pack hierarchy but to hone their skills for emergencies (such as when they get caught).
 Language: Vampyres have no native language (at least none they remember), but instead learn the languages spoken by the humanoids around them.

VAMPYRE SOCIETY
 Vampyres are ambush predators that travel in packs.  They send the most attractive member to fetch a human and lure it back with promises of sex or reward before they all fall on the prey keeping it alive as long as possible.  On the rare chance they meet their own kind there is usually a large murder spree as they take the rare chance to indulge in mating (not that they mind incest but they try to avoid it).  Vampyres undergo a ritual at age 10 involving their solo killing prey.  If they succeed they are considered adults.  Rare is the small pack who will join a community as some sort of disguise.  It's easier to lurk on the outskirts and take what they need.
 Alignment : Vampyres are Evil almost without exception, and the vast majority are Chaotic as well.  Some  may be Neutral but none are Good or Lawful.  Their food source precludes them being sympathetic or willing to obey others who aren't more powerful than them.  They are amoral in every sense of the word.
 Lands : Vampyres are generally urban predators, living anywhere humans or humanlike beings live.  Some also live in the wilderness but theirs is a much harder life.  They can feed on the blood of any being, but their Charm Toxin only works on Humanoids.
 Settlements : As mentioned Vampyres follow their prey.  Where humans go they follow.
 Beliefs:  Vampyres are somewhat narcissistic and callous, which doesn't lead them to worship deities other than those who are also fairly evil and don't make demands that interfere with the Vampyre lifestyle.
 Relations: Other races are prey or rival predators without exception.  Particularly open-minded Vampyres cast out from their pack may adopt other evil beings as their new pack, but the adopted family will need to be something he can't eat, and more powerful than him to prevent him from whittling them down.

VAMPYRE ADVENTURES
·   The blood of your family is running very thin.  You haven't seen other Vampyres in ages, and you need to find them quickly, or inbreeding will mean the end of your line.  You have been sent to travel the world to find suitable mates and bring them back.
·   The family has been caught red-handed and must leave town.  Your job is to obfuscate pursuit by staying behind and killing from the shadows.
·   A real Vampire has moved into your territory, and needs to be shown the door.  He's already turned your cousin into a Spawn and you can't afford more.
« Last Edit: December 06, 2012, 11:53:33 PM by bhu »

Offline bhu

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Re: Monster Revisions
« Reply #15 on: December 01, 2012, 12:35:27 AM »
+2 LA seem ok?

Offline Amechra

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Re: Monster Revisions
« Reply #16 on: December 01, 2012, 04:23:30 AM »
Yep, it does.

One of these days, I will write up the adventures of the two example adventurers that you use. It will be hilarious.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: Monster Revisions
« Reply #17 on: December 03, 2012, 06:06:40 PM »
Just found out theres a third party version of this where the stats are a bit higher (it's White Wolf's Sword and Sorcery line).  You guys think the stats may be too small?

Offline Amechra

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Re: Monster Revisions
« Reply #18 on: December 03, 2012, 06:09:22 PM »
Nope, they're looking fine.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: Monster Revisions
« Reply #19 on: December 22, 2012, 02:27:35 AM »
Arashaeem

Arashaeem is an Acquired template that can be taken by any Aranea of at least 6 Levels in Sorcerer.  The Arashaeem are Aranea Sorcerers who have made attempts at Lichdom and failed.  They are still immortal and quite poweful, but they aren't at the Level of a Lich Lord.

Size and Type: Type changes to Undead.

Hit Dice: Racial Hit Dice become d12's.

Speed: Unchanged

Armor Class: Natural Armor Bonus improves by +4.

Attacks: Unchanged.

Damage: Bite damage increases from 1d6 to 1d8.

Special Attacks: Retains all Special Attacks of the Base Creature except Poison and gains the following:

Paralysis (Su): Anyone bitten by an Arashaeem or successfully hit with their webbing must make a Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be permanently paralyzed.  Remove Paralysis or any spell that will remove a curse will cure this.

Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

Spell Resistance (Ex): Arashaeem gain SR equal to HD+10.

Immunities (Ex): Arashaeem have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and Mind-Affecting Effects.

Saves: Unchanged.

Abilities: +2 Wis, +2 Cha, -2 Int, no longer has a Con Score.

Skills: Arashaeem have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Unchanged.

Environment: Unchanged

Organization: Solitary

Challenge Rating: +1

Treasure: Unchanged

Alignment: Always Chaotic Evil

Advancement: By Character Class

Level Adjustment: +3


« Last Edit: March 01, 2013, 10:41:27 PM by bhu »