"My name is Legion, for we are many" Kaiju Konversion #10

demiurge1138

Inventor of Super-Toast
Just got Gamera 2 on DVD for my birthday, so I decided to take the oppurtunity to stat up the main foils. Remember, questions and comments blah blah blah. On with the show!

Legion Drone
Large Aberration
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30ft, climb 15ft, fly 40ft (average)
AC: 16 (-1 size, +1 Dex, +5 natural)
Base Attack/Grapple: +3/+11
Attacks: 2 claws +6 melee
Damage: Claw 1d8+4
Face/Reach: 5ft/10ft
Special Attacks: Absorb item
Special Qualities: Construction, darkvision 60ft, DR 5/magic, electric immunity, hivemind, immune to mind-influencing effects, material sense, oxygenate, SR 17
Saves: Fort +4, Ref +2, Will +5
Abilities: Str 18, Dex 12, Con 17, Int 3, Wis 15, Cha 9
Skills: Climb +14, Hide –1, Move Silently +3, Spot +4
Feats: Ability Focus (absorb item), Weapon Focus (claw)
Climate/Terrain: Any land or underground
Organization: Solitary, pair, pack (3-18), swarm (20-100), horde (100+)
CR: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Large), 11-15 HD (Huge)

The Legion is an extraterrestrial army, unleashed by a distant war won long ago. The Legion’s sole purpose is to entirely annihilate all civilization on a planet.

The drones are the foot soldiers and resource gatherers of the Legion. Without them, there would be no raw materials with which to build the Legion plants which launch new colonies of Legion into space, destroying miles of countryside with it.

A Legion drone resembles a giant insect about eight feet long. A solitary eye surrounded by three prongs sits on a stalk connected to a scale-shaped body. It travels on six insectile legs which move by forcing gases through them at high speeds and pressures. Two spear-like claws remain off the ground while the drone walks, and are used to impale any potential threat or carrier of crystals or electrical items.

Combat
Legion drones usually attack only if hunting for crystals or electrical items. In combat against a carrier of such items, they use their claws to subdue the target before absorbing their items and retreating. Legion drones are also found fighting at the behest of a Legion commander (q.v.).

Absorb Item (Su): One of the drone’s most feared abilities, at least to the wealthy and magically inclined, is their ability to absorb crystals and electricity based items, reducing them to their component atoms. Glass and magic crystal items (such as many psionic items) are effected as well. Electricity based items include any item that deals electricity damage, protects the wearer from electricity damage, or is powered by electricity (some gnomish tech, for example). Mundane, unattended items get no save. Worn items and magic items receive a Reflex save to avoid absorption (DC 17).

Construction (Ex): Legion drones can pool together the resources they have collected in order to construct a Legion plant (q.v.) or Legion drone. Construction of a plant requires at least 290 hp worth of crystal, glass and/or electric items and eight hours. Construction of a drone requires at least 37 hp of crystal, glass and/or electric items and thirty minutes.

Hivemind (Ex): Every Legion drone is mentally connected to every other Legion drone within 50 miles. Every Legion drone can sense what every other drone can, and knows what the others know. As such, a Legion drone cannot be caught flat-footed unless all of them are, and is not considered flanked unless all of them are. In addition, a Legion drone gains a +1 insight bonus to all attack and damage rolls for every other drone attacking the same target, making them incredibly deadly in large groups.

Material Sense (Ex): Legion drones can detect any item vulnerable to their absorb item ability within 120 feet. Particularly large concentrations (a bottling plant, for example) can be detected up to a mile away.

Oxygenate (Ex): A Legion drone constantly emits dangerous levels of oxygen, forming a sphere with a radius of 30ft. Any non-Legion creature within the area takes 1d6 points of damage every minute from the increased atmospheric pressure, and must make a Fortitude save after one minute of exposure or contract oxygen poisoning (DC 15). The characteristics of oxygen poisoning are burns in the throat and sinuses, hyperventilation and asthma attacks. 1d4 Con/1d6 Con. In addition to these effects, any fire source or spell is effectively empowered, dealing 1.5 times damage to all effected creatures (including drones).

Demiurge out.
 

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demiurge1138

Inventor of Super-Toast
Legion Plant
Colossal Plant (Kaiju)
Hit Dice: 20d8+200 (290 hp)
Initiative: -5
Speed: 0ft
AC: 37 (-8 size, -5 Dex, +40 natural)
Base Attack/Grapple: +15/+26
Attacks: None
Damage: None
Face/Reach: 80ft/0ft
Special Attacks: Explode
Special Qualities: Blindsight 60ft, DR 20/epic, electric immunity, oxygenate, plant, seed, SR 34
Saves: Fort +22, Ref +1, Will +6
Abilities: Str 1, Dex 1, Con 30, Int -, Wis 10, Cha 10
Climate/Terrain: Any land
Organization: Solitary
CR: 23
Treasure: None
Alignment: Always neutral

The Legion plant is the Legion’s primary means of reproduction, and its means for interplanetary travel.

The Legion plant is a massive spiky mass of vegetable matter about 200 feet tall. At the center of a network of hairy roots and grass-like leaves sits a massive bud. Four hours after being constructed (see Legion drone), the bud opens, revealing a huge flower. Eight hours after the bud opens, the plant explodes, causing fiery waves of destruction and catapulting a seed into outer space, to land on another planet and start the cycle again.

Combat
The Legion plant is immobile and incapable of combat. However, it is defended by the Legion commander and a swarm of Legion drones. They wisely abandon the plant, however, about an hour before it explodes, leaving it a seemingly open target towards the end of its existence.

Explode (Ex): After twelve hours of existence, the Legion plant’s internal metabolism sparks, causing a massive explosion, which is further exacerbated by its oxygenation ability. This explosion, if somehow outside of the oxygenation’s influence, deals 50d10 points of fire damage to everything within three miles of the plant. The intensification level of oxygenation raises this to 1000 points of damage. This explosion destroys the plant, and launches the plant’s seed.

Oxygenate (Ex): A Legion plant constantly emits dangerous levels of oxygen, forming a sphere with a radius of 500ft. Any non-Legion creature within the area takes 1d6 points of damage every minute from the increased atmospheric pressure, and must make a Fortitude save after one minute of exposure or contract oxygen poisoning (DC 30). The characteristics of oxygen poisoning are burns in the throat and sinuses, hyperventilation and asthma attacks. 1d4 Con/1d6 Con. In addition to these effects, any fire source or spell is effectively empowered for the first four hours of the plant’s life, dealing 1.5 times damage to all effected creatures. After another four hours, this increases to an effective empowering and maximizing, dealing 1.5 times the maximum damage of the spell or source to all effected creatures. After another four hours, this further increases to an effective intensification, dealing double maximum damage of the spell or source to all effected creatures. After another four hours, the plant explodes.

Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Seed (Ex): The Legion plant launches a seed with a successful explosion. This seed reaches outer space after one minute of launch, and then slowly drifts through space until it hits another planet. This seed contains the eggs of 10d10 Legion drones and one Legion commander, and is immune to the effects of outer space, including vacuum, extreme cold and extreme heat. The eggs remain in suspended animation until the seed reaches a planet.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
Legion Commander
Colossal Aberration (Kaiju)
Hit Dice: 78d8+936 (1287 hp)
Initiative: +10
Speed: 40ft, burrow 40ft, fly 120ft (poor), climb 20ft
AC: 39 (-8 size, +2 Dex, +35 natural)
Base Attack/Grapple: +58/+97
Attacks: 2 claws +76 melee, gore +74 melee or 6 force whips +53 ranged touch
Damage: Claw 5d6+23 (15-20, x3), gore 4d8+11 (15-20, x3) or force whip 6d8 plus staggering (18-20, x3)
Face/Reach: 80ft/30ft
Special Attacks: Augmented criticals, electric arc, force whip, summon Legion, trample
Special Qualities: Cold resistance 50, darkvision 60ft, DR 20/epic, electricity immunity, fast healing 20, immune to mind-influencing effects, reality shield, SR 41
Saves: Fort +38, Ref +28, Will +42
Abilities: Str 56, Dex 15, Con 35, Int 7, Wis 12, Cha 30
Skills: Climb +31, Hide +16, Listen +30, Spot +30
Feats: Ability Focus (electric arc, force lash), Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull’s Rush, Improved Critical (claw, gore) Improved Initiative, Improved Multiattack, Improved Trample, Mobility, Multiattack, Point Blank Shot, Power Attack, Precise Shot, Skill Focus (Hide), Spring Attack, Weapon Focus (claw, gore, force lash)
Epic Feats: Epic Weapon Focus (claw), Overwhelming Critical (claw), Superior Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, plus 10d10 Legion swarm
CR: 31
Treasure: None
Alignment: Always neutral evil

The Legion commander is the organizer and leader of the Legion. Its purpose is to deal with any specialized defenses a planet might harbor, primarily other kaiju.

A Legion commander only vaguely resembles his lesser drone cousins. The commander stands about 250 feet tall. Its head is a wedge-shaped horn over small mandibles and glowing blue eyes. This snout can separate in two to create various energy effects. The head is mounted on a small neck into a wide shield shaped torso, with ten small legs twitching feebly. The torso connects to an insectile body with six legs and two fighting arms, like those of the Legion drone.

Combat
Legion commanders are vicious fighters. Their reality shields force opponents into confronting them in close combat, in which they excel. They harass smaller foes, such as military targets, with their electric arcs.

Electric Arc (Su): Once every 1d4 rounds, a commander may split its horn and fire a cone of electricity 200 feet long, 200 feet high and 200 feet wide at its end. It deals 20d6 of electricity damage (Reflex DC 63 for half)

Force Whip (Su): Three times per day, but no more than once every 1d4 rounds, a Legion commander may take a full-round action to create six long whips made of pure force and use them to attack. These function as ranged touch attacks with a maximum range of 500ft (no range increment). Each whip may be directed at separate targets, or the commander may use more than one on a single target. Each whip deals 6d8 points of force damage and the opponent must make a Fortitude save (DC 63 +2 for each whip beyond the first) or be staggered for 1d4 rounds. A staggered creature is only capable of taking partial actions (i.e., a victim could move or attack, but not both).

Reality Shield (Su): Three times per day, the Legion commander can warp space and time to deflect attacks. The commander gains a +8 deflection bonus to its AC for 20 rounds, and during this time all ranged attacks, including ranged touch attacks and breath weapons, have a 75% miss chance.

Summon Legion (Ex): Although not truly a part of the Legion hivemind, once per day a Legion commander can tap into the hivemind to summon every Legion drone within 50 miles to its position. This is not infallible, a massive source of crystal, glass or electricity has a 50% chance of distracting the drones, causing them to ignore the commander’s call.

Trample (Ex): A Legion commander can simply run over any creature of Gargantuan or smaller size. Merely by moving over the opponent(s), the commander deals to them 4d12+23 points of damage. Trampled opponents can make Reflex saves for half damage (DC 72).

Demiurge out.
 



demiurge1138

Inventor of Super-Toast
I don't think anyone will, Krish. But it had to be done, for posterity's sake. An epic level campaign might be constructed soley around them, though (just stay far away from the plant).

Demiurge out.
 


demiurge1138

Inventor of Super-Toast
An oni's ECL is app. 13 (Less nifty abilities, but more HD than an ogre mage). I've seen worse in my epic campaign.

Remember the gek-a-gek I posted around Christmas? 8HD. Permanent blur. Permanent haste. Natural weapons. Sky-high Dex. Now imagine one with levels of rouge, assassin and ninja spy.

Or how about the fallen lupinal who worked as an emissary for Baalzebuul? Or the barbarian who impressed Demogorgon so much that he became a balor upon death?

Comparitively, an oni shadow adept is a piece of cake to DM.

Demiurge out.
 

Arc

First Post
Yeah, but the gek-a-gek _still_ managed to be balanced, even when overpowered for his ecl. He never really used his sneeze dice (sneak attack = sneeze) to full effect, and didn't get a whole lot of use out of his other rogue thingys. In retrospect, if he had spent less time observing for a death attack (when the creature was dead before the 3 rounds were over), and spent more time using improved invisibility and sneak attacks, he could have been great.

Sorry SD, but it's true, and had to be said.
 
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