Poison God (Legendary Snake + Kaiju + Elder Magical Beast)
Colossal Magical Beast
Hit Dice: 60d8+924 (1190)
Initiative: +6 (Dex)
Speed: 30 Ft., climb 30 Ft., swim 30 Ft., burrow 30 Ft.
AC: 44 (-8 Size, +6 Dex, +36 Natural)
Attacks: Bite +74 melee
Damage: Bite 4d6+22 and poison
Face/Reach: 40 Ft. By 80ft(coiled)/20ft
Special Attacks: Augmented Criticals, Breath Weapon, Improved grab, constrict 1d8+12, Poison, Spell-Like Abilities, Shockwave, Swallow Whole, Trample
Special Qualities: Damage Reduction 25/+5, Darkvison 120’, Death Throes,
Fast Healing 20, Immunities, No breath, Scent, See Invisibility, Speech, Spellcasting Affinity, SR: 24
Saves: Fort: +45, Ref: +38, Will: +25
Abilities: Str:54, Dex:22, Con:40, Int:20, Wis:19, Cha:27
Skills: Balance +36, Climb +36, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nature) +15, Knowledge (Religion) +15, Listen +26, Spot +26, Wilderness Lore +14
Feats: Battle Roar, Dragon’s Toughness^x2, Improved Critical (Bite),
Leadership, Lightning Reflexes, Penetrate Hardness
Climate/Terrain: Temperate and warm land, aquatic, and underground
Organization: Solitary or Pack (Leads 2-5 Legendary Snakes) or Colony (leads 20-100 humanoids)
Challenge Rating: 24
Treasure: None
Alignment: Always Neutral
Advancement: Nil
^ = from Masters of the Wild
@ = Nyambe: African Adventures
The Poison God sleeps, thankfully, beneath the surface of the world. He wakes occasionally, causing earthquakes and vast destruction. His people live above him, a nomadic tribe of lizardmen, with serpent tails for legs, known as the Jurak. They move where he moves, and build their structures to where they will not be hurt should an earthquake come.
When the Poison God wakes, he searches for other creatures his size to fight, kill, and eat. While digesting his meal he sleeps. It usually takes a few hundred years to digest a creature of that size and strength.
Some Yuan-ti, and the Jurak worship the Poison God. Their priests gain access to the Destruction, Knowledge, and Serpent@ domains.
Combat
Most of the time the Poison God is not interested in creatures besides that which he eats. He doesn’t even care for his followers. If someone is foolish enough to stand in the way of this titanic serpent they are crushed underneath it, or eaten.
Augmented Critical (Ex): Using its bite attack, the kaiju threatens a critical on a natural attack roll of 17-20, dealing triple damage on a successful critical hit.
Breath Weapon (Su): The kaiju may spit a 10 feet tall, ten feet wide, 100 feet long line of acid dealing 10d6 points of damage. A Reflex save (DC: 55) will halve the damage.
Death Throes (Su): When killed the kaiju explodes in a burst of fire that deals 20d6 points of damage to everything within 100 feet. Creatures in this region must make a Reflex saving throw (DC 55) to take half damage.
Immunities (Ex): A kaiju is immune to Mind-Influencing Effects, and ignores the first 50 points of damage from acid based sources.
Improved Grab (Ex): To use this ability, the legendary snake must hit with its bite attack If it gets a hold, it can constrict.
Constrict (Ex): A Legendary snake deals 4d8+33 points of damage with a successful grapple check against Colossal or smaller creatures.
No Breath (Ex): The kaiju does not breathe and is immune to gas-based attacks that require a Fortitude saving throw. It can also exist buried in the earth, underwater, or in other airless environments with ease.
Poison (Ex): Bite, Fortitude save (DC 55); initial and secondary damage 1d8 temporary Constitution.
See Invisibility (Su): The kaiju can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.
Shockwave (Ex): As a standard action, the kaiju can rear up and come crashing to the earth. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the kaiju. Creatures in this region must make a Reflex saving throw DC 62 or fall prone. Structures in this area suffer 4d6 points of damage.
Speech (Ex): 8 languages
Spellcasting Affinity (Ex): An Elder Magical Beast may use spells unhindered by its physical form.
Spell-Like Abilities: 3/day any three 1st level divine spells as a sorcerer of 5th level; 1/day –Earthquake; as a 20th-level sorcerer.
Swallow Whole (Ex): The kaiju can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+22+3d6 Acid damage. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to the kaiju’s digestive tract (AC 20). Once the creature exits, the muscular action closes the hole; another swallowed opponent must again cut its own way out.
Trample (Ex): As a standard action during its turn each round, the Kaiju can run over an opponent of Gargantuan size or smaller. The Kaiju merely has to move over the opponent. The trample deals 4d12. A Reflex save DC 62 may be made for half damage.
Skills: A legendary snake receive a +8 racial bonus to Hide, Listen, and Spot checks and a +16 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better.