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View Full Version : D&D 3.x Other Godzilla-Blooded Template [PEACH]



Aniikinis
2019-06-10, 02:55 PM
In honour of the new godzilla movie, I had an idea. No clue if it's good or not, but here it goes.

Kaiju-Blooded
The [Kaiju]-Blooded template is an acquired can be applied to any living corporeal non-aberration, non-outsider, non-construct creature and bestows various benefits based around the kaiju the bloodline hails from. Examples of such bloodlines are found below.

Radiant Scale (Godzilla-Blooded)
The man before you is covered in rough skin and his very presence seems to warm you, though the look in his eye as he squares up tells you he will never back down.

A Radiant Scale (Godzilla-Blooded) uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type remains the same, but it gains the aquatic and amphibious subtypes. Size is increased by one size up to a maximum of large. If the creature's size was large or higher, the creature's size remains unchanged.

Speed: The creature gains a swim speed of 60 ft. if they did not have one before. If the creature had a fly speed, reduce the maneuverability by one step to a minimum of clumsy and the speed by 10 feet. Other movement modes are unchanged.

Armor Class: Natural Armour improves by +1.

Special Attacks: A Radiant Scale retains all the special attacks of the base creature and also gains Atomic Breath.

Atomic Breath (Su): Beginning at 10 HD, a radiant scale can let loose a jet of energy once per day as a move action. This acts as a breath weapon that deals 4d6 fire damage that bypasses immunities and resistances in an 80 ft. cone. The radiant scale gains an additional use of this ability per 5 HD after 10 HD (2/day at 15, 3/day at 20, etc.).

Additionally, at 20 HD, a radiant scale may use up all of their charges in a single attack. This uses a full-round action and acts as a breath weapon that deals Xd6 fire damage that bypasses immunities and resistances in a 160 ft. line. Where X is the number of charges used times 4.

Special Qualities: A Radiant Scale has all the special qualities of the base creature, plus the following.

Darkvision (Ex): A Radiant Scale has darkvision out to 60 feet or the base creature's darkvision, whichever is better.

Damage Reduction (Ex): A Radiant Scale gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies.

Radiant Absorption (Ex): A Radiant Scale automatically passes the first save against radiation effects that they would make each day. Each time they would make a save against radiation, even if they fail, they automatically gain fast healing 2 for their stay within the area of radiation plus a number of rounds equal to their HD-1 after leaving.

Abilities: Change from the base creature as follows: +2 Str, +2 Con, -2 Dex, -2 Cha

Environment: Same as the base creature and aquatic.

Challenge Rating: Same as the base creature +3.

Level Adjustment: Same as the base creature +2.

Storm Wing (Ghidora-Blooded)
"The winged man before you appears regal and cocky, his skin appearing to have the faintest golden colouration."

A Storm Wing (Ghidora-Blooded) uses all the base creature's statistics and special abilities except as noted here.

Size and Type: Same as base creature. Size is unchanged.

Speed: The creature's base land speed is reduced by 10 feet. The creature gains a fly speed of 45 (Average) if it didn't have one before. If the creature had a flying speed, increase the maneuverability by one and the speed by 10 ft. Other movement modes are unchanged.

Armor Class: Natural Armour increases by +1

Special Attacks: A Storm Wing retains all the special attacks of the base creature and also gains Gravity Beams.

Gravity Beams (Su): Beginning at 10 HD, a storm wing can let loose a shock of focused gravitic charge once per day as a move action. This acts as a breath weapon that deals 4d6 electricity damage that bypasses immunities and resistances in an 80 ft. line. The storm wing gains an additional use of this ability per 5 HD after 10 HD (2/day at 15, 3/day at 20, etc.) A storm wing may choose to activate up to 3 uses of this ability at a time, but the lines cannot overlap save for the point of origin (eg. West, North, and East, North, Northwest, and Northeast, North, East, and Southwest, etc.)

Special Qualities: A Storm Wing has all the special qualities of the base creature, plus the following.

Darkvision (Ex): A Storm Wing has darkvision out to 120 feet or the base creature's darkvision, whichever is better.

Damage Reduction (Ex): A Storm Wing gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies.

Electric Immunity (Ex): A storm wing is immune to electricity damage.

Electricity Absorption (Ex): A storm wing who would take electricity damage instead heals that much health instead.

Abilities: Change from the base creature as follows: +2 Str, +2 Int, -2 Con, -2 Wis

Environment: Same as the base creature.

Challenge Rating: Same as the base creature +4.

Level Adjustment: Same as the base creature +3.

Vulcan Crested (Rodan-Blooded)
"The being before you sports two massive wings upon its' back, but is otherwise a fairly normal human save for the immense heat it radiates"

A Vulcan Crested (Rodan-Blooded) uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type remains the same, but it gains the fire and air subtypes. Size is unchanged.

Speed: The creature gains a fly speed of 120 ft. (Good) if it didn't already possess a fly speed. If it did, increase the maneuverability by one step and the speed by 40 feet. Other movement modes are unchanged.

Special Attacks: A vulcan crested retains all the special attacks of the base creature and also gains Shockwave.

Shockwave (Ex): As a move action or as a free action during a charge attack and after the attack roll, the vulcan crested may make a bull rush attempt against all creatures within 20 feet of it with a bonus of +15. If the attempt succeeds, that creature is pushed back 40 feet, taking damage as usual if it cannot be pushed back that far.

Special Qualities: A vulcan crested has all the special qualities of the base creature, plus the following.

Darkvision (Ex): A vulcan crested has darkvision out to 60 feet or the base creature's darkvision, whichever is better.

Damage Reduction (Ex): A vulcan crested gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies.

Immunity to Fire.

Abilities: Change from the base creature as follows:

Environment: Same as the base creature and volcanoes.

Challenge Rating: Same as the base creature +3.

Level Adjustment: Same as the base creature +2.

Mountain Spiked (Anguirus-Blooded)
"The man before you sports a long spiky tail tipped with a thagomizer and his back is covered in spikes."

A Mountain Spiked (Anguirus-Blooded) uses all the base creature's statistics and special abilities except as noted here.

Size and Type: Same as base creature. Size is increased by one.

Speed: Base land speed increases by 20 feet.

Armor Class: Natural Armour increases by +4

Special Attacks: A mountain spiked retains all the special attacks of the base creature and also gains Spikes and Sonic Roar.

Spikes (Ex): With a snap of its tail, a mountain spiked can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. These spikes each deal 1d10 piercing, have a crit range of 17-20, and have a critical multiplier of x3.

Sonic Roar (Su): You unleash a horrific roar that forces your enemies' very structure to vibrate violently. Every creature within 5 feet per 2 HD takes 1d8/3 HD points of sonic damage and must succeed on a Fortitude save(DC 10+Cha+2) to avoid being stunned for 1 round and shaken for 2 rounds afterwards. Creatures that cannot hear are not stunned or shaken but are still damaged. Once used, you must wait 1d4 rounds before it can be used again.

Special Qualities: A mountain spiked has all the special qualities of the base creature, plus the following.

Darkvision (Ex): A mountain spiked has darkvision out to 60 feet or the base creature's darkvision, whichever is better.

Damage Reduction (Ex): A mountain spiked gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies.

Spines (Ex): A mountain spiked always counts as having armour spikes, gains a natural tail attack that deals 1d6 slashing with a crit range of 19-20, a multiplier of x2, and grants a +2 bonus to balance, and gains improved unarmed strike

Mighty Roar: A mountain spiked gains the feat Mighty Roar (Savage Species) even if they do not meet the prerequisites.

Abilities: Change from the base creature as follows: +2 Dex, +2 Con, -2 Int, -2 Cha

Environment: Same as the base creature and mountains.

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +1.

Tunnel Lord (Megalon-Blooded)

A Tunnel Lord uses all the base creature's statistics and special abilities except as noted here.

Size and Type: Same as base creature. Size is unchanged.

Speed: The creature gains a burrow speed of 25 feet and a gliding speed of 50 feet. All other movement modes are unchanged.

Armor Class: Natural Armour increases by +2.

Special Attacks: A Tunnel Lord retains all the special attacks of the base creature and also gains Shock and Burn.

Shock(Su): A tunnel lord may produce a strike of lightning from the small protrusion on their head. This functions as a ranged touch attack that deals 1d8 electricity damage with a range of 60 feet and a critical multiplier of x2. This ability cannot be used in consecutive rounds.

Burn(Su): A tunnel lord may create a small amount of nonmagical alchemist's fire. As a full-round action, the tunnel lord may make a ranged touch attack with a range of 40 feet. This works exactly as if the tunnel lord has thrown a flask of alchemist's fire save that the direct hit damage is 2d6 and the splash damage is 1d4.

Special Qualities: A tunnel lord has all the special qualities of the base creature, plus the following.

Darkvision (Ex): A tunnel lord has darkvision out to 60 feet or the base creature's darkvision, whichever is better.

Tremorsense (Ex): A tunnel lord has tremorsense out to 120 feet or the base creature's tremorsense, whichever is better.

Damage Reduction (Ex): A tunnel lord gains damage reduction 8/adamantine. If it already has damage reduction, it retains both versions and uses the best one that applies.

Abilities: Change from the base creature as follows: +2 Con, +2 Wis, -2 Str, -2 Int -2 Cha,

Environment: Same as the base creature and underground.

Challenge Rating: Same as the base creature +4.

Level Adjustment: Same as the base creature +3.