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Callos_DeTerran
2011-05-30, 10:23 AM
http://fc01.deviantart.net/fs71/i/2010/257/2/0/neo_daikaiju_zedus_by_dino_master-d2yq66b.jpg

Everybody likes giant monsters, to one degree or another, there's just something...primal, powerful, and savage about them that fascinates people. Heck, there's an entire film genre in Japan devoted to giant monsters (where the term Daikaiju comes from)! So, do to my wandering mind, I eventually stumbled across the idea of a setting filled with kaiju of epic proportions, and not just as wandering monsters or mere epic beasties to be challenged while on the way to more serious threats. I got to wondering what a setting would be like where traditional deities were done away with and the people worshiped the most 'divine' beasts that they could find...the kaiju.

It's an interesting premise to me, because there's a lot of ideas to explore. What impact does it have on a culture to have their god-figure not only known (like regular D&D) but imminently available to interact with (even if no kaiju is omni-potent)? How does it affect these 'monster cultures' to know that while their god figures are certainly powerful and ageless, are also mortal and could be killed in battle against another kaiju (or to epic groups of hunters!)? What happens when such a thing actually happens and a kaiju dies? So on and so forth. Eventually this train of thought brought me to this thread, the creation of a setting where normal pantheons are replaced by massive kaiju and I'm going to start it off by creating a couple of kaiju to try and get a better feel for the idea behind the setting before beginning in earnest.

In the interest of fair sharing, in case anyone wants to help out or make kaiju of their own, I'm going to put up the kaiju template that I'm going to be using myself (an updated and revised version of the template from Dragon magazine).

Callos_DeTerran
2011-05-30, 10:38 AM
http://th05.deviantart.net/fs70/PRE/i/2010/201/e/1/Neo_Daikaiju_VIRAS_by_Dino_master.jpg

Creating A Kaiju

Kaiju is a template that can be added to any animal, magical beast, plant, or vermin (referred to hereafter as the “base creature”) of Tiny to Huge size. The base creature’s type changes to “magical beast”. Thus vermin that become kaiju do not possess the standard vermin qualities. The kaiju uses the base creature’s statistics and special abilities except as noted below.

Note: The template can (and will) be applied to other creature types besides the above, but it's meant for animals, magical beasts, plants, and vermin.

Size
The creature’s size becomes Colossal. It’s Strength, Dexterity, Constitution, natural armor, size modifier, Armor Class size modifier, and damage dice all change according to the Size Increases table located in the Monster Manual or SRD.

HD
The base creature’s Hit Die type remains the same (remember, however, that creatures of the animal or vermin type become magical beasts, and therefore use a d10), and it gains an additional 40 HD over and above the base creature’s total.

Speed
Because of their immense size, kaiju are slow and ungainly; their speed does not change much from the base creatures. If the base creature has a speed less than 20 feet, it increases to 20 feet. Otherwise the creature’s speeds remain the same. Kaiju with the ability to fly always have Poor maneuverability.

AC
The template adds to the base natural armor bonus a creature has based on the Size Increases table in the Monster Manual and the SRD. Their increased size also gives the creature an armor class penalty. In addition to the changes that occur when increasing the creature’s size, all kaiju are exceptionally well armored, and they gain an additional +15 to their natural armor bonus. Increasing the creature’s size to Colossal also modifies the creature’s Dexterity score, which in turn modifies the kaiju’s final AC. Totals for these changes are calculated below. Find the base creature’s size on the chart, and add the bonus associated with it to the base creature’s AC to discover the kaiju’s final AC.

{table=head]Base Creature’s Size|Size Modifier|Natural Armor Bonus|Total AC Alterations
Tiny|-10|+29|+19
Small|-9|+29|+20
Medium|-8|+29|+21
Large|-7|+27|+20
Huge|-6|+24|+18[/table]

Attacks
A kaiju’s base attack bonus is dictated by its type and Hit Dice. Because the kaiju template changes a creature’s type to magical beast, they all progress as fighters (plant kaiju progress their base attack as a cleric instead). Thus a kaiju has a base attack bonus equal to it’s Hit Dice (3/4th’s HD for plant kaiju).

If the kaiju uses a weapon to attack, it has a maximum of four attacks when using the full-attack action. Feats, spells, and other effects can increase the number of attacks the creature receives, but the maximum it can derive from its base attack bonus is four attacks.

Damage
The base creature’s damage dice are adjusted according to the change in the creature’s size, as detailed in the Monster Manual or the SRD.

Space/Reach

The reach of the kaiju is the same as the base creature, plus a certain amount according to the base creature’s reach:

{table=head]Base Creature’s Reach|Kaiju’s Reach
0 ft.|20 ft.
5 ft.|+15 ft.
10 ft. or more|+10 ft.[/table]

Special Attacks
A kaiju keeps any special attacks possessed by the base creature, but special attacks (except for spell-like abilities) that affect an area (including cones, are enlarged by the size category of the base creature:

{table=head]Base Creature’s Size|Area Multiplier
Tiny|x4
Small|x4
Medium|x3
Large|x3
Huge|x2[/table]

All kaiju have the trample special attack:

Trample (Ex): As a full-round action, a kaiju can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling kaiju’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty.

The trample attack deals 4d12 bludgeoning damage (+ 1½ times its Str modifier). The creature’s descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against a creature’s trample attack is 10 + ½ creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

In addition to its standard special attacks, a kaiju gains one additional special attack based on it’s nature plus one for every 3 Hit Dice above 40, chosen from the list below. The special attack based on its nature should be created by the DM specifically for that kaiju, as opposed to chosen from the below list:

Augmented Criticals (Ex): Using its natural attacks, the kaiju threatens a critical on a natural roll of 18-20, dealing triple damage on a successful critical hit.

Battle Frenzy (Ex): When the kaiju is reduced to 50% of it’s maximum hit point total, it gains a +4 bonus to Strength. When the kaiju is reduced below 25% of its maximum hit point total it gains an additional +4 to Strength and can make an additional melee attack with its primary natural attack each round at a -5 penalty. These benefits cease if the kaiju is healed above 25% (and 50% respectively) of its maximum hit point total or is reduced to 0 hit points or less.

Breath Weapon (Su):The kaiju possesses a powerful breath weapon. It can use this breath weapon once every 1d4 rounds. The type of damage done by the breath weapon is the same as one of the energy immunities granted by the kaiju template (see below). The breath weapon takes the form of a line (ten feet wide and ten feet tall) with a length of 100 feet, and does 10d6 points of damage. Creatures can make Reflex saving throws (DC 10+1/2 the kaiju’s Hit Dice+the kaiju’s Constitution modifier) for half damage.

Energized Attack (Su): As a standard action once per minute, the kaiju can infuse it’s natural attacks with the energy of one of the immunities granted by the kaiju template (see Special Qualities). The type must be chosen when the kaiju is created. This lasts for 1d4+1 rounds; during this time all the kaiju’s melee attacks do an extra 3d6 damage of the appropriate energy type. This damage is not multiplied on a successful critical.

Melee Attack (Ex): The kaiju becomes capable of using a new natural weapon that it’s body changes cosmetically to accommodate such as growing fierce claws, a spiked tail, poisonous stingers, and so on. These natural weapons do damage based on the kaiju’s colossal size and may, upon the application of this template, replace the kaiju’s primary natural weapon, otherwise it is considered a secondary natural weapon. A kaiju may make additional attacks with secondary natural as normal.

Ranged Attack (Ex): The kaiju possesses some form of physical ranged attack: this might be the ability to fire spines from its torso, spit boulders from its mouth, shoot bony discs from its hands or any other physical attack. The kaiju can make one ranged attack in this manner as a standard action using its ranged attack bonus. Projectiles fired in this manner replenish their supply in one round, allowing the kaiju to make these ranged attacks once per round. The attack has a 200-foot range increment and causes 4d6 points of damage plus the kaiju’s Strength modifier on a successful hit. Projectiles from a kaiju are considered siege weaponry for the purposes of determining the effects of strong winds on them.

Ray Attack (Su): Once every 1d4 rounds, the Kaiju can generate a beam of energy from its mouth, eyes, horns, or some other body part. The kaiju must make a ranged touch attack to hit the target with its ray; all kaiju rays have a range of 300 feet. If the ray hits, it causes 15d6 points of energy damage of the same type as one of the energy immunities granted by the kaiju template (see Special Qualities).

Rush (Ex): Once per minute, the normally slow moving kaiju can move 150 ft. as a move 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 Reflex saving throws (DC 10 + half the kaiju’s Hit Dice + Strength modifier) or fall prone. Structures in this area suffer 4d6 points of damage that ignore their hardness.

Spell-Like Ability (Sp): The kaiju can use one of the following spells as a spell-like ability: blur at-will, call lightning 3/day, control weather 1/day, cloudkill 3/day, darkness at-will, dimension door 3/day, earthquake 1/day, fireball 3/day, fly 3/day, gaseous form 3/day, haste 1/day, ice storm 3/day, invisibility 3/day, whirlwind 1/day, mirage arcane 1/day.

These spell-like abilities function as if cast by a 20th-level sorcerer. The DC to resist these spell like abilities is 10 + spell level + the kaiju’s Charisma modifier. This ability can be taken more then once, allowing a kaiju to have several different spell-like abilities.

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 + the kaiju’s Strength bonus, plus 3d6 points of acid damage from the kaiju’s digestive juices per round. 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, muscular action closes the hole; another swallowed creature must cut its own way out. If the base creature already has a swallow whole attack, the description of this ability replaces it.

Windstorm (Ex): As a standard action, the kaiju can blast an area with powerful gusts of wind by flapping its wings. This blast of wind creates a 100 foot long cone of hurricane force wind. All flames in this region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks are impossible. Creatures of Medium-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10 feet. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of Large size on the ground must make the same saving throw or be knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet. The kaiju must have wings to have this special ability.

Special Qualities
A kaiju keeps any special qualities possessed by the base creature. Special qualities that affect an area are enlarged in the same manner as a kaiju’s special attacks. In addition, a kaiju gains all of the following special qualities:


Fire and cold resistance 20. If the creature already possesses such resistance, use whichever is better.
Kaiju are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to one of five energy types (specific to the kaiju)
Damage reduction 25/epic. If the creature already possesses damage reduction, use whichever is better.
Spell resistance equal to the kaiju’s CR +10. If the creature already possesses spell resistance, use whichever is higher.
Immune to Mind-Influencing Effects (Ex): Kaiju are immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). Certain powerful artifacts might be able to control a kaiju, but for the most part, such powerful magic is beyond the ken of mortals.
A kaiju’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Kaiju resist detection, and are all treated as if affected by a nondetection spell of a caster level equal to the kaiju’s HD.


In addition to these standard kaiju special qualities, a kaiju gains one additional special quality (based to the kaiju’s nature) plus one for every 3 Hit Dice above 40, chosen from the list below. As with the kaiju's bonus special attack, the additional special quality should be uniquely created for the kaiju being crafted as opposed to chosen from the list below:

Absorb Energy (Su): The kaiju can absorb energy attacks of the same energy type as one of the energy resistances granted by the kaiju template that strike it. Any damage from this energy type that penetrates the kaiju’s energy resistance is absorbed and converted into temporary hit points that last for ten minutes before vanishing.

Additional Energy Resistance (Ex): The kaiju possesses energy resistance 20 to two additional forms of energy (acid, cold, electricity, fire, or sonic). This ability can be chosen multiple times to grant the kaiju energy resistance to all the energy types it is not immune to. If the same energy type is chosen twice, the kaiju instead becomes immune to that energy type.

Additional Movement Type (Ex): The kaiju gains a land, climb, fly, swim, or burrow speed. New fly and swim speeds granted by this special quality are equal to the kaiju’s base speed. (If the creature does not have a land speed, it cannot burrow). If the base creature did not possess a land speed, the kaiju can gain a land speed of 20 feet. The kaiju’s body cosmetically changes to aid in its new movement mode; it gains wings, flippers, stubby legs, or burrowing claws. This ability can be chosen multiple times, granting the kaiju a new form of movement each time, or increasing one of it’s normal movement methods by 10 feet.

Death Throes (Su): When killed, the kaiju explodes in a burst of energy (of the same energy type as one of the resistances or immunities granted by the kaiju template) that deals 120 points of damage to everything within 100 feet. Creatures in this region must make Reflex saving throws (DC 10+half the kaiju’s Hit Dice + Constitution modifier) to take half damage. Even creatures that would ordinarily be immune to the energy type of the kaiju’s death throes must make this save. Creatures immune to the kaiju’s death throes take half damage on a failed save and none on a successful save.

Fast Healing (Ex): The kaiju heals wounds very quickly and has fast healing 20.

Frightful Presence (Ex):A kaiju can unsettle foes with its mere presence. The ability takes effect automatically whenever the kaiju attacks, charges, or flies overhead. Creatures within a radius of 100 feet are subject to the effect if they have fewer HD than the kaiju. A potentially affected creature that succeeds on a Will save (DC 10 + ½ kaiju’s HD + kaiju’s Cha modifier) remains immune to that kaiju’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Kaiju ignore the frightful presence of other Kaiju.

No Breath (Ex): The kaiju does not breath 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.

Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate the kaiju’s spell resistance are reflected back upon their caster.

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.

Saves
A kaiju’s base saving throws are determined by its Hit Dice and creature type. Because most kaiju become magical beasts, Fortitude and Reflex are their good saves. Saving throws progress in the normal fashion..

Abilities
A kaiju’s Strength, Dexterity, and Constitution are all adjusted according to the size increase as detailed in the Monster Manual and the SRD. Kaiju are especially strong and hale, receiving an additional +4 bonus to Strength and Constitution. Kaiju are little more intelligent than animals. Thus, the kaiju’s intelligence score becomes 3. Kaiju are impossible to ignore and have a powerful sense of presence; they gain a +20 bonus to Charisma. A kaiju’s Wisdom remains the same as the base creature’s.

These changes are totaled in the chart below. Find the base creature’s size on the chart and add the bonus or penalty associated with it to the base creature’s ability score to discover the kaiju’s final ability score.

{table=head]Size|Str|Dex|Con|Int*|Wis|Cha
Tiny|+44|-8|+22|3|+0|+20
Small|+40|-6|+22|3|+0|+20
Medium|+36|-4|+20|3|+0|+20
Large|+28|-2|+16|3|+0|+20
Huge|+20|+0|+12|3|+0|+20[/table]
*The kaiju’s Intelligence becomes 2.

Challenge Rating: +17

================================================== =====

Coming tomorrow, three very different kaiju and some examples of the cults and religions that've sprung up around them! Open to ideas for new kaiju as well!

Morph Bark
2011-05-30, 02:11 PM
I dunno how big your screen is, but on my 17 inch screen the image in the second post stretches the page. Might want to fix that.

An idea would be to give them the ability to breathe water or simply not require breathing (so they can live in outer space).

Zaydos
2011-05-30, 02:20 PM
I'd increase the land speed; I'm fairly sure Godzilla moves a lot more than 2 mph (20-ft per round). I actually thought he was about a common suburban speed limit (~30-40 mph) but can't really be sure.

A colossal creature even if it's Dex is much lower is going to be taking strides that are longer than 20-ft. So I'd say make some way it increases based upon size increase (maybe +10-ft per size category).

Also looks neat, I can't wait to see one finished.

Also is their Int 2 or 3? In the text you say three but the table and subscript say 2. Finally I'd advice increasing Wisdom as well to protect them from mind-control.

Okizruin
2011-05-30, 02:22 PM
Also is their Int 2 or 3? In the text you say three but the table and subscript say 2. Finally I'd advice increasing Wisdom as well to protect them from mind-control.

You failed to notice:

Immune to Mind-Influencing Effects (Ex): Kaiju are immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). Certain powerful artifacts might be able to control a kaiju, but for the most part, such powerful magic is beyond the ken of mortals.

Zaydos
2011-05-30, 02:32 PM
You failed to notice:

Immune to Mind-Influencing Effects (Ex): Kaiju are immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). Certain powerful artifacts might be able to control a kaiju, but for the most part, such powerful magic is beyond the ken of mortals.

Yes I must of missed that.

I'd still say up it a bit, because kaiju are typically presented as more in tune with things than most animals, and fairly aware of what's going on (except when not being allows them to have two "good" kaiju fight).

Callos_DeTerran
2011-05-30, 02:41 PM
I'd increase the land speed; I'm fairly sure Godzilla moves a lot more than 2 mph (20-ft per round). I actually thought he was about a common suburban speed limit (~30-40 mph) but can't really be sure.

A colossal creature even if it's Dex is much lower is going to be taking strides that are longer than 20-ft. So I'd say make some way it increases based upon size increase (maybe +10-ft per size category).

Yeah, I'm thinking I need to increase the land speed too, so I just low-balled it at 20 at first. Keep in mind, most creatures have a speed above 20 already so that part doesn't affect them at all, but I agree it should probably be higher. Any suggestion?

Int. issue has been fixed and, as for increasing wisdom, that's mostly a subject of fluff then of mechanics.


I dunno how big your screen is, but on my 17 inch screen the image in the second post stretches the page. Might want to fix that.

An idea would be to give them the ability to breathe water or simply not require breathing (so they can live in outer space).

Spoilered the image. Sorry, didn't spoiler it in the first place cause it didn't stretch mine.

Also, there is a special quality that a kaiju can pick that gives them exactly that. I figure not all kaiju need that ability, so it's an option one can take.

Bhu
2011-05-30, 02:44 PM
I made a massively expanded Kaiju template a while back if you want a peek.

I also have tons of monster links if you want those as well.

<Kitteh is massive Kaiju fans! :smallcool:

Callos_DeTerran
2011-05-30, 03:51 PM
By all means, link to as much as your willing too.

Dralnu
2011-05-30, 04:27 PM
I know that Magic: The Gathering has done this theme for Naya in their Shards of Alara block. Essentially, groups of people (elves) worshipped the behemoths as gods and interpreted their actions as the will of the world around them. Articles like this one (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/stf/11) describe their role. I'd also browse through the artwork depicting them.


If the humans, elves, and Nacatl are the lifeblood of Naya, the beastly behemoths of Naya are its pounding heart. The mana-nourished ecosystem of Naya's jungles so overflows with life energy that the plane supports carnivores and herbivores of outrageous size. The fearsome thoctars, rakeclaws, cerodons, spearbreakers, mosstodons, almighty godsires, and other humongous world-shakers of the shard inspire reactions from awe to reverence, from trepidation to grudging respect, from the hunter's longing to the shaman's immediate and overwhelming urge to retreat. The gargantuans are the embodiment of Naya's natural laws, the avatars of its soul. In an earnest world with almost no guile or power-lust, pure size rules the day.


The huge beasts who lumber throughout the plane of Naya, called behemoths or gargantuans, occupy a special place in the culture of the Cylian elves. The elves believe the gargantuans are sacred creatures, pure manifestations of the carnivorous ferocity of the jungle, and worship them as gods. Elves known as godtrackers keep tabs on the movements of these massive mammals, making sure that elf travelers stay out of their way, and reading their movements as signs of what is to come.

Bhu
2011-05-30, 09:21 PM
By all means, link to as much as your willing too.

http://www.americankaiju.kaijuphile.com/

http://monsterblog.oneroom.org/

http://kaiju.boomcoach.com/

http://www.angelfire.com/ga/AlecsGodzilla/

http://www.godzillatemple.com/index2.htm

http://www.digitalmonsterisland.com/

http://www.g-fan.com/

http://stomptokyo.com/

http://godzillaasylum.blogspot.com/

http://www.tohokingdom.com/

http://www.shrineofgamera.com/

http://www.fortunecity.com/tatooine/campbell/201/Index.html

http://scienceblogs.com/tetrapodzoology/2007/02/the_science_of_godzilla_1.php

http://fathom.lib.uchicago.edu/2/21701757/

http://www.scifijapan.com/

http://www.kongisking.net/index.shtml

http://www.kaijuphile.com/

http://www.kaijuhq.org/index2.html

http://www2.arkansas.net/~gsraptor/guide.html

http://www.henshinonline.com/

There's more but this should last you a while.

Callos_DeTerran
2011-05-31, 10:36 AM
http://img59.imageshack.us/img59/9090/firstd.jpg

The massive creature winging through the air seems to defy gravity by its sheer size alone, its wings span wide enough to block out the sunlight as it lazily banks in the air to keep hungry yellow eyes on the ground below. Mottled brown feathers and thick fur cover the creature’s body with a stripe of longer black-tipped feathers running down its spine to its flared tail. These longer feathers puff up in the wind, making the animal seem, impossibly, larger then it really is. Its legs end in the scaled legs of a bird of prey, though its black claws are longer then a cavalry spear and just as sharp. Three more claws jut from the joint of its wings, obviously of equal use for clambering along the ground and disemboweling prey both. Undoubtedly the greater threat though is its long muzzle that ends in a cruelly hooked beak and filled with jagged teeth and fangs. Still, despite its lean, bestial appearance, there is a glimmer of animal cunning in its beady yellow eyes that doesn’t bode well for those on the bad side of this avian menace.

Nanuk, Reaver of the Skies CR 23
Colossal Magical Beast
Hit Dice: 45d10+585 (1,035 hp)
Initiative: +1
Speed: 60 ft., fly 120 ft. (poor)
Armor Class: 36 (+1 dexterity, +32 natural, -7 size), touch 3, flat-footed 35
Base Attack/Grapple: +45/+80
Attack: bite +56 (4d6+19)
Full Attack: bite +56 (4d6+19) and 2 claws +51 (3d6+19)
Space/Reach: 40 ft./20 ft.
Special Attacks: battle frenzy, improved grab, regurgitate
Special Qualities: darkvision (1,200 feet), DR 25/epic, immunity to ability damage, ability drain, energy drain, mind-affecting attacks, petrifaction, polymorphing, and sonic, lord of bloodied skies, scent, non-detection, resistance to fire and cold 20, SR 31
Saves: Fort +37, Ref +24, Will +21
Abilities: Str 49, Dex 13, Con 37, Int 3, Wis 20, Cha 30
Skills: Listen +29, Spot +30
Feats: Ability Focus (Lord of the Bloody Sky), Battle Roar*, Blind-Fight, Dodge, Endurance, Fly-by Attack, Hover, Improved Critical (bite and claws), Improved Fly-by Attack, Mobility, Power Attack, Snatch, Stunning Roar*, Thunderous Roar*, Wingover
Environment: Temperate Forest
Organization: Solitary
CR: 23
Alignment: True Neutral

Nanuk is a massive, winged behemoth that in-habits the misty forests of the north, spanning a colossal range that infringes on the territories of other kaiju with impunity. One of the most active of its kind, Nanuk is a relatively common sight among the people who live in its hunting ground, often blotting out the sun for mere moments as it vigilantly patrols its territory for interlopers and challengers to its home. Like all other kaiju, Nanuk has little interest in creatures smaller then an elephant, which is probably the only reason it tolerates the infringement of civilization in its lands rather then destroying the villages and towns as its fellows are wont to do on occasion. Because of this, its followers hold Nanuk in higher reverence then similar kaiju cultists do their mighty ‘gods’ and some cities and towns have even built crude temples around abandoned roosts and nests. Nanuk’s feathers, easily as long as people, are seen as a sign of favor by its followers who break them down into various talismans and fetishes to distribute among those that keep the Reaver of the Skies as their protector. Nanuk gives access to the Air, Animal, Pride, and Travel domains to the divine spellcasters who pray to it.

Unlike its kin, Nanuk is a voracious eater that is constantly on the prowl for a meal large enough to satiate it, which has lead to a distinct lack of large flying animals within its terrain since they are its most common prey. Despite this, Nanuk has a fiery hatred for dragons of any kind and the known presence of even a wyrmling sends the kaiju into a destructive fury that levels forests, towns, and burrows until the angry kaiju has located its draconic prey and devoured it. The source for this enmity is unknown but it is undoubtedly one of the strongest reasons why dragons larger then Huge size have become such a rarity. Nanuk’s followers pursue dragons with a zealous fervor to offer as a sacrifice to their god, or at least those dragons they are able to subdue or slay, while dragons larger then Huge typically find their newly expanded territory infringing on Nanuk’s and find themselves in a furious battle for their survival soon enough that ends in the dragon’s death all too often.

Despite the reverence for the kaiju, Nanuk’s followers don’t observe very many rituals or holidays, perhaps because they know they don’t need to appease their god as other kaiju-cultists must to avoid destruction. Instead, they leave out offerings of cattle, elk, and sheep for the mighty kaiju to sate its hunger on, as well as valuable treasures that rarely get taken by the kaiju itself. Instead, clever adventurers have begun to take these offerings for themselves in the dead of night when they think no one is watching, knowing the locals will believe their god-figure has accepted the trinkets for its own. A growing number of unlucky thieves have discovered that, in the dead of night that a small hill and the shaggy furred Nanuk look quite similar and the kaiju does not appreciate what it sees as little things trying to steal its meals.

Nanuk changes colors with the seasons, from brown in summer and fall to a spotted white in winter and spring, making it easy for those unfamiliar with this aerial predator to confuse it for a cloud when it still has its white plumage.

Combat

Nanuk is a crafty opponent for a kaiju, spending time simply observing its prey before it swoops in for the attack. In the first round of combat, Nanuk uses Stunning Roar to immobilize as many enemies as possible and regurgitates on those who resist it’s effects in the following round. Afterwards, the kaiju swoops in for the kill, rending and tearing at it’s opponents until they are ripped to pieces by it’s claws. If Nanuk is surrounded, then it takes to the air once more to swoop by opponents and rake at them with its talons, seeking to snatch an opponent to carry into the air before dropping them. Once the kaiju enters into its Battle Frenzy, it uses one of its three roars every five rounds to keep its opponents disarrayed. The kaiju will always use regurgitate as soon as it is available, seeking to glue as many opponents in place as it can so that it may eat in peace.

If brought below 100 hp, Nanuk doesn’t stick to the fight but instead seeks to take flight and retreat to one of its many nests to rest and recover from its wounds. This is usually a boon since the kaiju will avoid an area where it was out-matched for at least a couple weeks before returning to see if the threat is still present in its expansive territory.

Battle Frenzy (Ex): When Nanuk is reduced to 50% of it’s maximum hit point total (518 hp remaining), it gains a +4 bonus to Strength. When Nanuk is reduced below 25% of its maximum hit point total (258 hp remaining) it gains an additional +4 to Strength and can make an additional melee attack with its primary natural attack each round at a -5 penalty. These benefits cease if the kaiju is healed above 25% (and 50% respectively) of its maximum hit point total or is reduced to 0 hit points or less.

Improved Grab (Ex): To use this ability, Nanuk must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Lord of the Bloody Skies (Su): Nanuk’s supremacy as the dominant aerial predator can only be challenged by other kaiju, so long has it been so that it’s become a palpable aura about the fierce kaiju. Any winged carnivores or omnivores that come within 120 ft. of Nanuk must make a Will save (DC 35) or be unable to attack or harm Nanuk in any way. Worse, those that try and fail take 2d6 points of Charisma damage as Nanuk’s ferocity tears into their exposed minds. Winged carnivores or omnivores that have an intelligence of 3 or below instead become subservient to Nanuk, bringing the creature food, attacking it’s enemies, and even protecting it’s nest while Nanuk is away hunting. This is a mind-effecting (compulsion) effect which can be re-activated (if dispelled) as a free action on Nanuk’s turn.

Regurgitate (Ex): As a standard action on Nanuk’s turn, it may violently expulse the contents of it’s stomach at a 20 ft. by 20 ft. square within 500 feet. Creatures in the targeted square take 5d6 bludgeoning damage and 5d6 acid damage as they are battered with half-digested bones, rocks, pelts, and so on. They must also make a Fortitude save and Reflex save (DC 46). Those who fail the Fortitude save are nauseated by the stench for 1d4+1 rounds while those who fail the Reflex save are entangled by the sticky fluid. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Gargantuan or larger creatures are unaffected by Nanuk’s regurgitation. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. Those entangled take 1d6 acid damage a round as the digestive goo eats away at their flesh. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the goo immediately. Nanuk must wait 1d6+4 rounds before it can regurgitate again, however, after the first use of this ability those targeted by regurgitation in subsequent uses suffer no bludgeoning damage unless Nanuk has eaten something in the mean-time.

Trample (Ex): As a full-round action, Nanuk can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by Nanuk’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty.

The trample attack deals 4d12+28 bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves (DC 46) to take half damage.

*Stunning roar allows Nanuk to spend a full round action shrieking, forcing every creature within 1,200 ft. with 7 or more HD to make a Fortitude saving throw (DC 33) or be stunned for 1d4 rounds, deafened for 3d6 rounds, and shaken. Creatures below 7 HD get no save against these effects. If Nanuk only spends a standard action, it may use Thunderous Roar instead (DC 33) which deafens those who fail the save for 3d6 rounds and become shaken. If Nanuk takes only a move action, it may use Battle Roar instead (DC 33), and those who fall become shaken. As with Stunning Roar, creatures below 7 HD get no saving throws against Thunderous Roar or Battle Roar. Deafened creatures or creatures that cannot hear are immune to all three roars.

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Nanuk’s Cult
Title: Reaver of the Sky, Dragonsbane, He Who Watches
Alignment: True Neutral
Worshipers: Any
Clerics: Any
Symbol: A white feather clutched in talons
Domains: Air, Animal, Pride, Travel, War
Portfolio: Hunting, avians, clouds, hunger
Favored weapon: Heavy Pick

Un-finished.

Callos_DeTerran
2011-05-31, 10:40 AM
(No picture, but fitting music (http://www.youtube.com/watch?v=MT6DEb9qjEg))

This tree is big, bigger then it should be and looks as if its awe-inspiring vast canopy supports the sky above. Gnarled black limbs are hidden by glossy green leaves with crimson undersides, or all sizes, and by creeper vines that dangle like ropes from the branches. Wicked thorns cover the vines, turning them into deadly prospects for someone seeking to climb one up to the higher reaches of the fore-boding tree. Its trunk is warped and twisted about itself, gnarled roots breaking the ground around it for miles around and all leading back to this one plant. Stone buildings are dotted around its base, homes, ziggarauts, and pyramids, with the tiny specs of what could only be people going about their daily lives in the shadow of the warped tree. Every now and then, one of its vines seems to move under its own violation to creep into the drowsy city below, curling back up into the air with a wriggling shape in its clutches, though none seem to notice. The lower branches are populated by large, succulent looking red fruit that the people seem to pick and harvest for their food. All of the largest buildings are flush up against the trunk of the vast tree, signifying its importance to the people who live around the tree, and expand outward from there.

Nezohuaya, the Tree of Blood CR 25
Colossal Plant (Extraplanar, evil)
Hit Dice: 46d8+1098 (1,466 hp)
Initiative: +2
Speed: 0 ft.
Armor Class: 40 (+2 dexterity, +35 natural, -7 size), touch 5, flat-footed 34
Base Attack/Grapple: +34/+73
Attack: tendril +45 melee (4d6+19/x2)
Full Attack: 6 tendrils +45 melee (4d6+19/x2)
Space/Reach: 500 ft./ 20 ft. (see below)
Special Attacks: Blood drain, fecund growth, improved grab, spell-like abilities
Special Qualities: Blood fruit, DR 30/epic, immunity to ability damage, ability drain, energy drain, fire, mind-affecting attacks, petrifaction, polymorphing, fast healing 20, non-detection, plant traits, resistance to acid and electricity 20, see invisibility, SR 35, tremor sense (1,200 ft.)
Saves: Fort +41, Ref +17, Will +16
Abilities: Str 48, Dex 15, Con 46, Int 3, Wis 12, Cha 22
Skills: Listen +48
Feats: Awesome Blow, Blind-Fight, Combat Reflexes, Epic Toughness x9, Improved Bullrush, Improved Grapple, Improved Sunder, Power Attack,
Environment:
Organization: Solitary
CR: 25
Alignment: Neutral Evil

Nezohuaya is a kaiju of contradictions, being perhaps the only of the giant creatures that could be considered ‘tamed’ by mortalkin, though not in the fashion most people assume. In fact, at first glance, its difficult to tell that there is anything unusual about Nezohuaya aside from being an exceptionally large tree until one notices how its vines move against the wind or how the tree seems to ‘respond’ to the events around it. Unlike the populations in the territory of other kaiju that need to be rebuilt frequently and tend to avoid the giant god-beings striding the land, an entire city has been built up from the ground around Nezohuaya, despite the tree’s carnivorous and predatory needs. Instead, a symbiotic relationship has formed between Nezohuaya and its followers. Nezohuaya, often unintentionally, provides its people with everything they need to survive from food (it’s blood fruit) and shelter (dead limbs) to protection from their enemies and in return its followers make daily sacrifices to the tree in the form of criminals, undesirables, slaves, and prisoners of war not to mention animals. The arrangement has worked out wonderfully for both sides since, over many, many generations, Nezohuaya has been ‘conditioned’ to avoid draining its people who haven’t been deemed sacrifices since it never needs to worry about a lack of blood with which to propagate its progeny or that the bodies of its victims will bury its roots. Just as well, its people have learned rituals and methods to coax the tree to sustaining their lives, such as harvest rites to implore Nezohuaya to bring farming communities rain in the dry seasons with its control weather ability. Far more importantly though, they never need fear attack from bandits or invading armies, because in such cases Nezohuaya has roused itself to their protection with swarms of tainted plants and its progeny to protect its ‘herd’ of supplicants that keep it sated.

Of all the kaiju, Nezohuaya is the one that is perhaps at the most danger of being destroyed in a confrontation with another kaiju due to its other-worldly nature. Something about the evil tree seems to resonate in other kaiju, prompting them to savagely attack it and the bones of failed attackers are scattered around its roots. These days the tree avoids conflict with other kaiju by luring them away from itself with hosts of its progeny or followers who know their god is in danger of being attacked and sacrifice themselves to keep it safe. It helps that, even for a kaiju, Nezohuaya is in a remote region and its occasional frenzied expansions of the twisted jungle it controls happen rarely.

Combat

Combat with Nezohuaya usually begins long before someone even sees the tree itself, instead with the animated products of Fecund Growth or crimson vine spawn that patrol its territory. In such cases, few realize that they are actually in battle against a kaiju since there is nothing truly extraordinary about the opponents besides some odd coloration, because Nezohuaya itself rarely notices when some of its controlled plants or progeny are destroyed. Should it notice an intrusion into its territory by Huge predators, war groups, or a kaiju, the situation is vastly different. Nezohuaya notices such intrusions almost instantly and uses its Fecund Growth ability every round to harass the intruders at every turn. The jungle itself becomes the enemy since there is no true chance to relax or let ones guard down, since such signs of weakness prompt another assault by animated plants. Should these efforts fail though and the enemy continue to progress towards the tree, it begins to use its spell-like abilities against them. Earthquakes assault the enemy daily while the weather turns fierce and unforgiving.

This is enough to deter most opponents from their course, if not destroy them out-right, but those who persist find themselves in the greatest danger of all. Nezohuaya’s followers, progeny, and controlled plants abound around the base of the tree, and most are more then willing to lay down their lives for the god-tree. More importantly, the tree itself is finally capable of defending itself against menaces that progress this far. Within the span of its space and reach, Nezohuaya may bring six tendrils to bear on any given 20 ft. cube, anymore and it would swiftly become tangled with itself. Despite this, opponents larger then a single twenty foot cube can still only be affected by six tendrils, since vines and creepers large enough to wrap around such enemies are few. There is at least one recorded instance of a battered army forcing its way through the jungle to Nezohuaya itself, only for the vast majority of the remaining forces to be plucked screaming up into the air to be drained of blood while the survivors fled back into the jungle.

Blood Drain (Ex): If Nezohuaya grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage with each successful grapple check. If the opponent wins a grapple check, one of Nezohuaya’s tendrils comes loose from the opponent’s body. The resulting wound continues to lose blood for another round.

Blood Fruit (Su): By draining the blood of sentient creatures, Nezohuaya is capable of producing blood fruit, a peach-like fruit that’s large enough that it needs two hands to hold easily. These lush red fruits are the prize of Nezohuaya, and for good reason! A person who eats a slice of un-ripe blood fruit (a single blood fruit can be cut into four slices for the purposes of this ability), a move action, gains the benefit of a heroes’ feast spell (CL 20) though this is actually a secondary benefit.

The sinister truth behind the blood fruit is that each one contains all the memories of sentient creature that was drained to produce it, which is imparted on the eater. This is resolved as a legend lore spell that can only answer inquiries about subjects that the victim was aware of. A Spot check (DC 10) is required to see the vague black outline of a face on the blood fruit, usually composed as if peacefully sleeping from the willing sacrificial victims while those born of prisoners or criminals are contorted in horrified expressions.

Blood fruit that is allowed to ripen eventually falls to the ground and turns into a vine horror loyal to Nezohuaya over the course of 1d6 hours; one can tell the origin of these particular vine horrors because they are all blood red like the fruit that spawned them. For this reason, blood fruit is usually only harvested when it bears the information of some learned individual so it can be preserved or if food stores are a bit short.

Fecund Growth: Nezohuaya may only be a single tree, but it’s roots run deep and far; far enough that the mighty tree’s root system encompasses the entirety of it’s realm and has infected every plant in it. Because of this, Nezohuaya is aware of what is happening in all of its territory, all the time, though only in vague terms nor is it always paying attention to its entire territory at the same time. As a swift action, Nezohuaya may animate six Large trees as the animate plants spell cast by a 20th level druid. Plants animated in this manner become riddled with vicious thorns, gaining the improved grab special quality and blood drain, just as Nezohuaya itself possesses. In addition, Nezohuaya sees, hears, and feels everything that happens to these animated plants and may, because of its unique connection to them, use them as a conduit for its spell-like abilities.

On its turn, Nezohuaya may use one of its animated plants as the ‘caster’ for one of its spell-like abilities for the purposes of determining its range and line of effect. This allows Nezohuaya to vastly increase the area it can affect with its abilities despite being immobile.

Improved Grab (Ex): If Nezohuaya hits an opponent that is at least one size category smaller than itself with at least two tendril attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter, Nezohuaya has the option to conduct the grapple normally or simply use two tendrils to hold the opponent (-20 penalty on grapple checks, but Nezohuaya is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.

Spell-like Abilities (Sp): Nezohuaya may use the following spell like abilities as a 20th level druid.

3/day – control weather
1/day – earthquake (DC 38)

Nezohuaya’s Cult

Title: The Tree of Blood, Life-Giver, Root of All Evil
Alignment: NE
Worshipers: Any
Clerics: Any (see below)
Symbol: A large piece of fruit with a face emblazoned on it.
Domains: Evil, Healing, Plant, Protection, Knowledge
Portfolio: blood, harvest, growth, sacrifice
Favored weapon: A barbed whip, usually coated in poison. (Same statistics as a regular whip, except capable of lethal damage and penetrating armor)

The cult of Nezohuaya is an unusual one, for its followers not only realize their lives hang on the balance of a thread, but embrace it. The Tree of Blood provides almost the entirety of its peoples needs, leaving them un-ambitious and unable to progress as a society because of it. Blood fruit is eaten at least once a week and the only farming done is to compliment that diet with other fruits and vegetables, hunting is instead a tool to offer blood sacrifices to the tree. Construction mostly is usually compromised of dead limbs from Nezohuaya in the central city, with slaves worked almost to death in quarries to provide the massive sandstone blocks for important monuments and buildings. Villages built away from the tree are always constructed around a central long-house that is a hollowed out limb of Nezohuaya that was brought to the region by the founders of the village. A standing army of believers is non-existent, invaders from outside the jungle are dealt with by the tree itself and the dangerous creatures of the jungle, however inter-village conflict is common as each village seeks to capture sacrifices from their fellows and vice-versa.

With all of these essential needs cared for, Nezohuaya’s people have instead devoted themselves to spiritual excess and the pursuit of mortal delights. The ‘clergy’ of Nezohuaya is a loosely ordered hierarchy of shamans and priests, each responsible for a village or region of Nezohuaya’s territory and reporting to a single high priest at the central city. These shamans and priests are entrusted with the responsibility of making sure the people in that region are devout and that the flow of blood does not cease, but also with ensuring the wellness of the people. In times of drought or flooding, it is their job to implore Nezohuaya to bring the rain or stop it. In times of plague or sickness, they must remove the infected from whole of the village as one prunes a plant of diseased portions. They are healers, protectors, and confidants of their people on one side of the coin and brutal practitioners of human sacrifice as well as responsible for the destruction of the village’s enemies on the other. The duality required of Nezohuaya’s most faithful have ensured that only the most reverent have taken the vows. Any form of blood letting is seen as a sacrifice to Nezohuaya’s followers, except if it takes place outside the bounds of the jungle. In the few cases they are seen beyond their jungle home, Nezohuaya’s people typically see the spilling of blood as wasteful, at the very least, and heretical at the worst.

On the more common level, religious belief is rampant among Nezohuaya’s cult, though not quite zealous. Common folk are taught from birth that the Tree of Blood provides for their every need and, in return, asks for them to sacrifice of themselves for its sake. Most spend at least an hour each morning in prayer with their families, short rites that end with each family member cutting their palm and smearing the blood on one of the tree’s ever-present roots before going about their day. Important holidays and rites are always commemorated with sacrifice, though of varying degrees. Most of the time animals are used for such things, but the most important rituals require human sacrifice and are typically taken from slaves, prisoners, or criminals. Only the greatest of rites requires the blood of the faithful and many are in fact honored to be chosen to become one with the kaiju. Great scholars, sorcerers, and priests all willingly offer themselves to the tree when they feel their time has come, all with the understanding that they shall become blood fruit that is given back to the community. Many of the elderly and infirm also offer themselves, claiming the tree speaks to them in their dreams and beckons them to join it.

Due to the unique nature of the Tree’s cult and the people around it, alignment is far less of a concern for them. A cleric of Nezohuaya may cast spells of any alignment without losing access to her abilities; however this does not change the spell’s alignment descriptor (if any). Casting an Evil spell is still an evil act, and so on. Clerics of Nezohuaya still must choose if they channel negative or positive energy, as normal.

Callos_DeTerran
2011-05-31, 10:45 AM
Minor update! Whew. x.x Takes a lot longer to do these things and come up with their stats then I thought it would so I only got two of the three I promised done and poor Nanuk doesn't even have any description for its cult, poor thing. ('I call him...Hoot-Hoot.') So I missed my mark of having three of the buggers done. Still trying to think up ideas for Nanuk's cult as well as picking a type of shark for the third kaiju. Just figured I'd keep my thought processes out there for everyone to know.

I must admit, I got halfway through Nezohuaya and got struck by inspiration, which is why the tree's fluff is more filled out then Nanuk, whom I finished first.

Bhu
2011-06-03, 03:51 AM
The Tree Kaiju is different. I like the idea.