Shade
Monster Junkie
I'm leaning towards fly 200 ft., since that's what most Colossal true dragons get.
I can live with that (once you get past 100 feet, it's all "ridiculously fast", anyway). I just figured a bit slower since dragons are generally better than everything else.
We need to work on the windstorm. I know we've got precedents...I just need to find 'em.
EDIT: Duh. I should've looked at the most obvious comparison...
Windstorm (Ex): As a standard action, the kaiju can blast an area with powerful gusts of wind by flapping its wings. This blast of wind creates a 100-foot-long cone of hurricane force wind. All flames in the region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks are impossible. Creatures of Medium-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10 feet. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of Large size on the ground must make the same saving throw or be knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet. The kaiju must have wings to have this special attack.
We've also got this feat from Draconomicon...
Wingstorm [Monstrous]
You can flatten targets with blasts of air from your wings.
Prerequisites: Str 13, dragon, fly speed 20, Hover, Power Attack, size Large or larger.
Benefit: As a full-round action, you can hover in place and use your wings to create a blast of air in a cylinder with a radius and height of 10 feet times your age category.
The wind blows from the center of your body toward the outside edge at the bottom of the cylinder.
The force of the wind depends on your size as indicated below. For the effects of high winds, see Table 3-24 on page 95 of the DMG.
Dragon Size Wind Force
Large Severe
Huge Windstorm
Gargantuan Hurricane
Colossal Tornado
Because the blast of air only lasts for your turn, creatures ignore the checked wind effect unless they are airborne (in which case they are blown back 1d6x5 feet).
Special: You can elect to keep the wind in effect for longer than your current turn. If you do, the wind lasts until your next turn (and you can opt to continue the effect during your next turn). Anyone in or entering the cylinder is affected. Because you are producing a continuous blast of air, the checked effect works normally while the wind lasts (checked creatures cannot move forward against the force of the wind, or they are blown back 1d6x5 feet if airborne).
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