demiurge1138
Inventor of Super-Toast
One of my personal favorites, and one that hasn't gotten enough publicity [Drum roll, please]...
Anguirus
Colossal Magical Beast (Kaiju)
Hit Dice: 58d10+812 (1131 hp)
Initiative: +2
Speed: 30ft, burrow 15ft
AC: 44 (-8 size, +2 Dex, +40 natural)
Base Attack/Grapple: +58/+93
Attacks: Tail slap +70 melee, 2 claws +65 melee, bite +65 melee, gore +65 melee
Damage: Tail slap 5d10+19 (15-20, x3), claw 3d6+9 (15-20, x3), bite 3d8+9 (15-20, x3), gore 4d4+9 (15-20, x3)
Face/Reach: 80ft/20ft
Special Attacks: Augmented criticals, battle frenzy, crush, improved grab, rend, shockwave, trample
Special Qualities: Acid resistance 50, cold resistance 50, darkvision 60ft, DR 20/epic, electricity resistance 50, fire resistance 50, immune to mind-influencing effects, scent, sonic resistance 50, spiny defense, SR 39
Saves: Fort +45, Ref +33, Will +20
Abilities: Str 49, Dex 14, Con 38, Int 3, Wis 12, Cha 28
Skills: Jump +50, Listen +23, Spot +23
Feats: Ability Focus (crush), Alertness, Battle Roar, Blind-fight, Cleave, Dodge, Improved Bull’s Rush, Improved Critical (tail slap, claw, bite, gore), Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (tail slap, claw, bite, gore)
Epic Feat: Epic Skill Focus (jump)
Climate/Terrain: Any warm or temperate
Organization: Unique
CR: 29
Treasure: None
Alignment: Neutral
Anguirus is a bizarre amalgam of several varieties of dinosaur, expanded to the size of a kaiju.
Anguirus is a muscular quadruped about 200 feet long. His body is covered with a carapace like that of an ankylosaur, covered in long, thick spines. His tail is studded with shorter versions of these same spines. His head is similar to that of a carnivorous dinosaur, but a frill of spines emerges from the back of the neck, and a short horn tips his snout.
Anguirus was initially an enemy of Godzilla, apparently killed by that monstrous creature. But Anguirus apparently survived, and now he and Godzilla are on friendly terms, at least as friendly as the relations of two barely sentient monsters can be. Anguirus tends to stay on remote islands and mountain ranges, away from civilization and its dangers.
Combat
What Anguirus lacks in supernatural abilities, he more than makes up for in sheer tenacity and ferocity. He never stops an attack unless he or his opponent are disabled or dead. He first distracts opponents with a shockwave, then proceeds to grab and rend them. He will often use crush or trample attacks against smaller opponents.
Battle Frenzy (Ex): When Anguirus is reduced to 25% of its total hit points, he gains a +4 inherent bonus to Strength and can make an additional melee attack with his tail slap each round at a –5 penalty. These benefits cease when Anguirus is healed above 25% of it hit points or reaches zero hit points.
Crush (Ex): Anguirus can hurl his spiked body against opponents, dealing damage and pinning smaller foes beneath himself. As an attack action, he can deal 4d8+28 points against any number of foes who can fit under his body (Reflex half, DC 60). In addition, creatures of Large or smaller size are pinned under him, and take crush damage every round the pin is maintained.
Improved Grab (Ex): Whenever Anguirus hits an opponent with a bite attack, he can make a grapple check without receiving an attack of opportunity (grapple bonus +93). He can choose to conduct the grapple normally, or to only hold its opponent in his mouth (-20 penalty to grapple checks, but Anguirus is not considered grappled). A grappled creature takes bite damage every round.
Rend (Ex): If Anguirus hits an opponent with two claw attacks in the same round, he tears at the flesh, dealing an extra 6d6+28 points of damage.
Shockwave (Ex): Anguirus can hurl himself to the ground as an attack action to create a localized earthquake. All creatures within 100ft of Anguirus must make Reflex saves (DC 58) or fall prone. Structures in the radius take 4d6 points of damage instead.
Spiny Defense (Ex): Anguirus’ spines are razor-sharp, tearing the flesh of creatures that try to attack him. Any creature making a melee attack against Anguirus must make a Reflex save (DC 41) or take 2d6 points of piercing damage.
Trample (Ex): Anguirus can simply run over any creature of Gargantuan or smaller size. Merely by moving over the opponent(s), Anguirus deals to them 4d12+28 points of damage. Trampled opponents can make Reflex saves for half damage (DC 58), or make an attack of opportunity against Anguirus.
Feats: The Battle Roar feat allows Anguirus to make a unnerving screeching roar. All creatures within 1,200 feet of Anguirus with less than 6 or less Hit Dice are shaken for 3d6 rounds. Creatures with 7 or more Hit Dice may make a Will save (DC 48) to avoid the same effects.
Demiurge out.
Anguirus
Colossal Magical Beast (Kaiju)
Hit Dice: 58d10+812 (1131 hp)
Initiative: +2
Speed: 30ft, burrow 15ft
AC: 44 (-8 size, +2 Dex, +40 natural)
Base Attack/Grapple: +58/+93
Attacks: Tail slap +70 melee, 2 claws +65 melee, bite +65 melee, gore +65 melee
Damage: Tail slap 5d10+19 (15-20, x3), claw 3d6+9 (15-20, x3), bite 3d8+9 (15-20, x3), gore 4d4+9 (15-20, x3)
Face/Reach: 80ft/20ft
Special Attacks: Augmented criticals, battle frenzy, crush, improved grab, rend, shockwave, trample
Special Qualities: Acid resistance 50, cold resistance 50, darkvision 60ft, DR 20/epic, electricity resistance 50, fire resistance 50, immune to mind-influencing effects, scent, sonic resistance 50, spiny defense, SR 39
Saves: Fort +45, Ref +33, Will +20
Abilities: Str 49, Dex 14, Con 38, Int 3, Wis 12, Cha 28
Skills: Jump +50, Listen +23, Spot +23
Feats: Ability Focus (crush), Alertness, Battle Roar, Blind-fight, Cleave, Dodge, Improved Bull’s Rush, Improved Critical (tail slap, claw, bite, gore), Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (tail slap, claw, bite, gore)
Epic Feat: Epic Skill Focus (jump)
Climate/Terrain: Any warm or temperate
Organization: Unique
CR: 29
Treasure: None
Alignment: Neutral
Anguirus is a bizarre amalgam of several varieties of dinosaur, expanded to the size of a kaiju.
Anguirus is a muscular quadruped about 200 feet long. His body is covered with a carapace like that of an ankylosaur, covered in long, thick spines. His tail is studded with shorter versions of these same spines. His head is similar to that of a carnivorous dinosaur, but a frill of spines emerges from the back of the neck, and a short horn tips his snout.
Anguirus was initially an enemy of Godzilla, apparently killed by that monstrous creature. But Anguirus apparently survived, and now he and Godzilla are on friendly terms, at least as friendly as the relations of two barely sentient monsters can be. Anguirus tends to stay on remote islands and mountain ranges, away from civilization and its dangers.
Combat
What Anguirus lacks in supernatural abilities, he more than makes up for in sheer tenacity and ferocity. He never stops an attack unless he or his opponent are disabled or dead. He first distracts opponents with a shockwave, then proceeds to grab and rend them. He will often use crush or trample attacks against smaller opponents.
Battle Frenzy (Ex): When Anguirus is reduced to 25% of its total hit points, he gains a +4 inherent bonus to Strength and can make an additional melee attack with his tail slap each round at a –5 penalty. These benefits cease when Anguirus is healed above 25% of it hit points or reaches zero hit points.
Crush (Ex): Anguirus can hurl his spiked body against opponents, dealing damage and pinning smaller foes beneath himself. As an attack action, he can deal 4d8+28 points against any number of foes who can fit under his body (Reflex half, DC 60). In addition, creatures of Large or smaller size are pinned under him, and take crush damage every round the pin is maintained.
Improved Grab (Ex): Whenever Anguirus hits an opponent with a bite attack, he can make a grapple check without receiving an attack of opportunity (grapple bonus +93). He can choose to conduct the grapple normally, or to only hold its opponent in his mouth (-20 penalty to grapple checks, but Anguirus is not considered grappled). A grappled creature takes bite damage every round.
Rend (Ex): If Anguirus hits an opponent with two claw attacks in the same round, he tears at the flesh, dealing an extra 6d6+28 points of damage.
Shockwave (Ex): Anguirus can hurl himself to the ground as an attack action to create a localized earthquake. All creatures within 100ft of Anguirus must make Reflex saves (DC 58) or fall prone. Structures in the radius take 4d6 points of damage instead.
Spiny Defense (Ex): Anguirus’ spines are razor-sharp, tearing the flesh of creatures that try to attack him. Any creature making a melee attack against Anguirus must make a Reflex save (DC 41) or take 2d6 points of piercing damage.
Trample (Ex): Anguirus can simply run over any creature of Gargantuan or smaller size. Merely by moving over the opponent(s), Anguirus deals to them 4d12+28 points of damage. Trampled opponents can make Reflex saves for half damage (DC 58), or make an attack of opportunity against Anguirus.
Feats: The Battle Roar feat allows Anguirus to make a unnerving screeching roar. All creatures within 1,200 feet of Anguirus with less than 6 or less Hit Dice are shaken for 3d6 rounds. Creatures with 7 or more Hit Dice may make a Will save (DC 48) to avoid the same effects.
Demiurge out.