Khisanth the Ancient
Explorer
This is the baby Minilla from Godzilla Final Wars.
Minilla, Baby
Size/Type: Medium Magical Beast
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 17, Dex 11, Con 17, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +6, Swim +11
Feats: Alertness, Great Fortitude
Environment: Warm forests
Organization: Solitary
Challenge Rating: 2
Advancement: 4-5 HD (Medium)
Level Adjustment: —
Combat
Minilla will not fight unless threatened.
Breath Weapon (Su): Three times per day, Minilla can breathe smoke in a 10-ft. cube, inflicting 1d6 fire damage (Reflex DC 14 half).
Skills: Minilla has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Minilla, Baby
Size/Type: Medium Magical Beast
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 17, Dex 11, Con 17, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +6, Swim +11
Feats: Alertness, Great Fortitude
Environment: Warm forests
Organization: Solitary
Challenge Rating: 2
Advancement: 4-5 HD (Medium)
Level Adjustment: —
Combat
Minilla will not fight unless threatened.
Breath Weapon (Su): Three times per day, Minilla can breathe smoke in a 10-ft. cube, inflicting 1d6 fire damage (Reflex DC 14 half).
Skills: Minilla has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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