Playing with Kaiju's! (dragon 289)

bony projections? um ... well I guess there's kinda cavity above it's nostrils and it can sneeze two of them out at things ...

dude, a t-rex has 18 hd right? those 18 hd give it +6 special attacks and I was picking anything that was there! :)

megatherium? that in the MM ... *pause while Wolf checks the CC site* ... got it ... will do!

10hd huh? okay that's 3 special attacks and 3 special qualities (1/3 per hd over 40 ... and template gives +40 hd)

qualities (it gets: DR, SR, ener resist cold 50 [that the one you want?], darkvision, immune to mind effects) ... choices among: absorb energy, add't resist 50's (2), add't movement, death throes, fast healing, immunity to ener type, no breath, reflect spells, or see invis.

attacks: lots of diff spell like abilities (weather, cold, fire, lightning, blur, etc), swallow whole, ray attack, breath weapon, ranged attack (that'd be the bony projectiles ... some sort of growh that it can launch once a round at someone/thing), energized attack, or augmented crit's

it also gets 5 feats to choose from: (here are kaiju template feats that it can choose also: battle roar >thunderous roar>stunning roar, improved trample (no biggie really), pentrate hardness (prereq of kaiju (duh!), and improved crit) ...

btw boz, scott, krish, erica ... anyone know if improved crit stacks with augmented criticals?

I'll check back and see what kind of choices ya made
 

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*UPDATED and FINISHED* Kaiju Megatherium

(ps: thanks to the CC team for all the conversions! ... the converted critter can be found here: http://www.enworld.org/cc/converted/beast/megatherium.htm )

Kaiju Megatherium [colossal magical beast]
HD: 50d10 +600 (875)
Init: -2 (dex)
Speed: 20
AC: 33 (-2 dex, -8 size, +33 natural)
Attacks: 2 claws +65 [+50 BAB, +22 str, -8 size, +1 W.F.: Claws]
Damage: claws 4d6 +22 each
Face/Reach: 40x40/25
Special attacks: Trample 4d6 +22 (if a creature does not take an AoO then it can make a refl DC 57 for 1/2 dmg), Breath Weapon: cold ( 10' x 100', 10d6 dmg, refl DC 47, usable once every 1d4 rounds), Shockwave 100'r (standard action, refl DC 47 or fall prone, structures take 4d6 dmg), Earthquake 1/day (as spell cast at 20th lvl DC 20 + spell level)

Special Qualities: Scent, partial actions, DR 25/+5, SR 33, Darkvision 120', Immune to mind-influencing effects, Cold resistance: 50, Absorb cold (after cold dmg goes over resistance the excess is turned into temp hp that last 10m), Death Throes: Cold 100r (20d6, refl DC 47)

Saves: fort +39, refl +25, will +17
Abilities: str 55 (+22), dex 7 (-2), con 35 (+12), int 2, wis 12 (+1), cha 24 (+7)
Skills: climb +18, listen +28, spot +28
Feats: BattleRoar (Will DC 42, standard action), Thunderous Roar (Will DC 42, standard action, deafened 3d6 rounds), Stunning Roar (Will DC 42, standard action, stunned 1d4 rounds), Weapon Focus: Claws, [COLOR=sea-green]Snatch[/COLOR]


CR 23

GC fills in fluffer-nutter material
 
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Special Attack choices
Aug Crits
Battle Frenzy
Breath weapon (chosen already)
energized attk
ranged attk
ray attk
shock wave
swallow whole
windstorm
spell like abilities: blur, call lightning, con weather, cloudkill, darkness, dimension door, earthquake, fireball, fly, gas form, invis, minute form (OA thing), vulnerability (OA), whirlwind

Special Qualities Choices
Absorb Energy
Addt resists (2)
addt movement (swim, fly etc)
death throes (take a look at the very first post)
fast healing 20
immunity (one ener type)
no breath
reflect spells (look at krish's umber)
see invis (continous)

Feat choices
um ... take a look thru the MM too

[edit: No more! :-P ... I think I'm pretty darn close to some copyright infringement as is]
 
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BOZ said:
hey, let's bring back all the old kaijus. ;) too bad the old boards never got resurrected as promised, i think we lost a bunch of those guys!
Yeah, I know. I'd especially like to see the Kaiju Shrieker again!

"I don't care if it's already killed half the group, I just want to make it shut up!!!"

Who thinks of these things?! :p
 

Another Repost :D

Grazzt: What you don't like my spawn of the Far Realms? :D Actually, it's insanity made flesh, Did I mention I'm a big Lovecraft fan? :D

Now, I don't have much time at the moment so here goes:

Rayvorgha (Kaiju Half-Fiend Deathkiss Beholderkin)
Colossal Outsider (Evil)
Hit Dice:
52d8+572 (806 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 5', fly 30' (Poor)
AC: 38 (+3 Dex, -8 Size, +33 natural)
Attacks: 10 tentacles +63 melee; or spines +47 ranged
Damage: Tentacle 4d6+19; spines 4d6+19
Face/Reach: 40' by 40'/30'
Special Attacks: Improved grab; blood drain; spell-like abilities; ray attack; spines; energized attack (acid);
Special Qualities: Flight; electric aura; death shiver; darkvision 120'; Immunities; acid, cold, electricity, fire and sonic resistance 50; no breath; death throes; SR: 38; damage reduction 25/+5
Saves: Fort +41, Ref +33, Will +31
Abilities: Str 48, Dex 16, Con 32, Int 2, Wis 12, Cha 36
Skills: Hide +3, Listen +11, Search +6, Spot +11, Wilderness Lore +11
Feats: Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Relfexes, Power Attack,

Climate/Terrain: Any land and underground
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: None
Alignment: Neutral Evil
Advancement: -

Rayvorgha resembles the standard Deathkiss Beholderkin, but is the size of a small planetoid. It's skin is a dark green color and most of it's body is covered in small scales and long black spines. It's single large eye is red and glows with an infernal light.

Combat:
Rayvorgha prefers to flail away at it's opponents, relying upon it's blood drain ability to quickly bring their opponents down and healing itself. If facing an opponent that appears to be able to this tactic, it supplements the tactic with it's ranged attacks and spell-like abilities.
Improved Grab (Ex): To use this ability, Rayvorgha must hit with a tentacle attack.
Blood Drain (Ex): A living creature hit by one of Rayvorgha's tentacles must make a fortitude save (DC 49). Failure causes the creature to take 1d3 points of temporary Constitution damage and allows Rayvorgha to recover 1d6 hit points it has suffered, just as if it had the fast healing ability.
Spell-like Abilities: 3/day - Darkness, Fireball, Poison, Unholy Aura; 1/day - Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, [/i]Summon Monster IX[/i] (Fiends only), Unholy Blight, and Unhallow. These are as the spells cast by a 20th-level Sorcerer. (DC: 23+spell level)
Trample (Ex): As a standard action during it's turn each round, Rayvorgha can run over an opponent of Gargantuan size or smaller. The Kaiju merely has to move over the opponent.
The trample deal 4d12 points of damage. Trampled opponents can attempt attacks of oppertunity, but these incur a -4 penalty. If they do not make attacks of oppertunity, trampled opponents can attempt Relfex saves (DC 55) for half damage.
Ray Attack: Once every 1d4 rounds, Rayvorgha can generate a ray of cold from it's eye to attack a foe. The kaiju must make a ranged touch attack to hit the target with it's ray. The ray has a range of 300 feet, if the ray hits, it causes 15d6 points of cold damage.
Spines (Ex): Rayvorgha can fire spines from it's body once per round as a standard action. The attack has a 200-foot range increment.
Energized Attack (Ex): As a standard action once per minute, Rayvorgha can energize it's tentacles with acid for 1d4+1 rounds. During this time, Rayvorgha's natural attacks cause an extra 3d6 points of acid damage.
Flight (Ex): Rayvorgha's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action at a speed of 30 feet. This buoyancy also grants it a permanent Feather Fall effect with personal range.
Electric Aura (Ex): Whenever Rayvorgha is damaged by a slashing or piercing melee weapon, there is a 1% chance per point of damage inflicted by the blow that the Kaiju's electric aura will shock the attacker for 1d10 points of damage. A Reflex save (DC 49) avoids the damage.
If the blow reduces Rayvorgha to 0 or fewer hit points, the chance increases to 5% per point of damage inflicted by the blow.
Death Shiver (Ex): At death, all the electrical force remaining in Rayvorgha's body shoots out of it's corpse. All beings within a 15- to 150-foot radius spread (1d10x15) must make a Reflex saving throw (DC 49) or suffer 2d10 points of electricity damage.
Death Throes (Su): When killed, Rayvorgha explodes in a burst of energy that deals 20d6 points of sonic damage to everything within 100 feet. Creatures in this region must make Reflex saving throws (DC 47) for half damage.
No Breath (Ex): Rayvorgha 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 enviroments with ease.
Immunities (Ex): Rayvorgha is immune to poison and mind-influencing spells and effects.


What do you think? :D
 

um ... *wolf keeps looking over shoulder, then up at the cieling, then checks outside ...* Krish please post no more of those!

GC: okay you still have two feats to pick, and you get to do fluffy stuff too!

krish: damn that was cool!

[edit: see you guys monday!]
 
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