work in progress, my newest take on the Kaiju Template
Kaiju, Lesser
Unlike normal Templates, Lesser Kaiju is not applied to a Base Creature. lesser Kaiju are little more than gigantic Animals or primitive Humanoids with few if any special powers other than their incredible toughness.
Size: Lesser Kaiju are Colossal.
Type: Type is Kaiju.
Kaiju Type
A Kaiju is a gigantic living creature of varying appearance and abilities.
Features: A Kaiju has the following features unless mentioned otherwise in it's entry:
-d12 Hit Dice (Kaiju have maximum Hit Points per Die)
-Base Attack Bonus equal to it's Hit Dice (as Fighter)
-Skill Points equal to (2+Int modifier, minimum 1) per Hit Die, with Quadruple points for the first Hit Die.
Traits: All Kaiju possess the following traits unless it mentions otherwise in their entry:
-Low Light Vision
-Treasure: Usually None
-Proficient with Natural Weapons and any weapons or armor in it's entry.
Hit Dice: All Lesser Kaiju begin with 40d12 Hit Dice, giving them 480 hit points (plus their Constitution Modifier times 40).
Speed: Base Land Speed is 30'.
Armor Class: All Lesser Kaiju have a +30 Natural Armor Class Modifier.
Attacks: Lesser Kaiju have a BAB of +40, and one Primary Natural Attack doing 4d6 damage plus Strength Modifier (one and a half times Str Mod if this is it's only attack). Additional Primary or Secondary Attacks can be purchased through Special Attacks or Kaiju Feats.
Special Attacks: All Lesser Kaiju gain a Trample Attack and Frightening Presence:
Trample (Ex): As a standard action during its turn a Kaiju may Trample a Gargantuan or smaller opponent. It does 4d12 plus the kaiju's Strength modifier. If the Kaiju has 4 or more legs add double the Strength modifier. If the Kaiju has no legs or many legs (a snake or centipede) do not add the Strength modifier. Victims can attempt a Reflex Save for Half Damage. DC is 10 + 1/2 Hit Dice + Strength modifier.
Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that have less Hit Dice than the it does are subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifier). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less who fail the Save are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.
Lesser Kaiju also get 3 choices from the following list:
Acid Spray (Ex): Once every 1d4 turns you can spray acid in either an 80' Cone or a 10' by 150' line. The opponent gets a Reflex Save for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution Modifier), and the attack does 20d6 Acid damage.
Acid Sting (Ex): The Lesser Kaiju's Primary Natural Attack injects acid instead of poison. In addition to the attacks regular damage it also does 4d6 Acid damage. On each subsequent turn the victim takes Acid damage again, but it lowers 1 die each turn (1.e. 3d6 on the second turn, 2d6 on the 3rd, etc).
Attach (Ex): The Lesser Kaiju can Attach itself to an opponent by making a Melee Touch Attack. While Attached it is considered to be Grappling it's opponent, but loses it's Dexterity Bonus to AC. To remove it requires the opponent to successfully Pin it in a Grapple.
Augmented Criticals (Ex): This may be taken multiple times. Choose one of the following: A) All the Kaiju's regular attacks have their critical threat range increased by 2 (i.e. if their claws normally critical on a 20, now they critical on an 18-20). B) One of the Kaiju's Special Attacks has it's critical threat range increased by 1 (assuming it actually does critical damage such as a ray, area effects don't count). C) All of the Kaiju's regular attacks have their critical damage multiplier increased by 1 (i.e. if they normally do x2 damage with a critical, they now do x3. D) You have a +4 Racial bonus on rolls to confirm Criticals. You must choose a different option whenever you pick this Special Attack.
Battle Frenzy (Ex): Choose either the Power, Speed, or Defense option when picking this ability. Power: Once per fight the Kaiju may go into Battle Frenzy gaining an ability exactly the same as the Barbarians Mighty Rage ability listed in the Players Handbook page 26. Speed:As Power except you use the Whirling Frenzy variant found on page 66 of Unearthed Arcana (kaiju is assumed to get the version of Whirling Frenzy used by a 2oth level barbarian). Defense: As Power except you get the Berserker Strength variant listed on page 33 of Players Handbook 2. You must fall below (5 x HD) hit points to get these bonuses (and are assumed to be a 20th level barbarian for purposes of the benefits received). If you choose this special attack for your Kaiju (regardless which of the 3 options you choose), you may take any Feat that requires Rage or Frenzy as a Prerequisite. This ability may only be chosen once.
Blood Drain (Ex): The Lesser Kaiju does 2d4 temporary Constitution damage each round it has it's opponent Pinned in a Grapple Check, or if it has Attach each round it remains attached, beginning with the first round it which it starts attached to it's victim.
Chemical Spray (Ex): Once every 1d4 rounds you can unleash a bitter irritating chemical spray that sticks to your opponents and burns them. This is an 80' Cone that does 3d6 Acid damage, and the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Sickened for 2d4 minutes. Opponents with the Scent ability take a -4 Penalty on this roll. If the opponent rolls a Natural '1' on his Save, he is also Blinded for 1d6 rounds.
Constriction (Ex): If the Kaiju succeeds in a grapple check it can constrict its opponent for 4d6+one and a half times Strength bonus. If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.
Extending Limbs (Ex): Your main limbs have double the normal reach. This can be arms, tentacles, or even a tongue or tail. You must choose at creation.
Ink Cloud (Ex): Once per minute the Lesser Kaiju can emit a cloud of Ink while it's underwater as a Free Action. This Cloud is 60' by 60' by 60' and provides total concealment. Vision within the cloud is completely obscured. The cloud lasts for 1d6 minutes before currents begin to break it apart.
Lightning Strike (Ex): You may strike incredibly quickly and faster than you appear to be capable of moving. If you have the initiative over your opponent he is considered Flat-Footed.
Pin Down (Ex): If your opponent is Pinned in a Grapple he takes damage equal to your Trample damage each Turn (he gets no Save for half damage).
Poison Attack (Ex): One of your natural attacks (usually a bite or sting) is envenomed. If this attack hits and does damage, your opponent must make a Fortitude Save to avoid the venom's effects (DC is 10 +1/2 Hit Dice + Constitution Modifier). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.
Poison Flesh (Ex): If your opponent bites you he may be poisoned if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier plus a +4 Racial Bonus). Initial and Secondary damage is 2d6, you choose whether or nor Damage is done to Strength, Dexterity, or Constitution at Creation. Or optionally Initial damage is Paralysis for 2d4 rounds, secondary damage is none.
Poison Spittle (Ex):You may spew a gob of caustic poison into your opponents face possibly blinding them. Every 1d4 rounds you may spew a gob of venom as a touch attack with a range of 150 feet. If it hits the victim is allowed a Reflex Save (DC is 10 + 1/2 Hit Dice + Constitution modifier). If he fails he is blinded for 1d6 rounds (eyeless creatures are immune to this effect), and takes acid damage equal to half your total Hit Dice (i.e. if you have 40 Hit Dice it takes 20 damage).
Poison Spray (Ex):You can spew a cloud of venom once every 1d4 rounds in a 80 foot cone. Anyone in its area of effect must make a Fortitude Save ( Dc is 10 + 1/2 Hit Dice + Constitution modifier) or take the poisons effects. Intital and secondary damage is 1d6, you may choose to damage either Strength, Dexterity, or Constitution at creation. Or optionally you may choose to make initial damage Paralysis for 1d4 rounds, secondary damage none.
Rock Throwing/Catching (Ex): You receive a +1 Racial bonus on attack rolls when throwing rocks. You can throw up to Huge sized rocks (1 ton in weight). Damage is 4d6 + Strength Bonus. Once a round, if you would normally be hit by a rock you can make a Reflex Save to catch it (DC is 15 for Small, 20 for Medium, 25 for Large, or 30 for Huge, if the projectile has a magical bonus the Save DC is increased by that amount). You must be ready for and aware of the attack to make this attempt.
Shockwave (Ex):As a standard action the Kaiju can make a localized quake. Any being within 100 feet of it on the ground must make a Reflex Save or be knocked prone and take 4d6 damage ( Save DC is 10 + 1/2 Hit Dice + Strength Modifier).
Stench (Ex): Rotting garbage smells better than this Kaiju. Any living being with a sense of smell coming within 60 feet of the Kaiju must make a Fortitude Save (DC is 10 + 1/2 Hit Dice +Constitution modifier) or be Nauseated for 1d6+4 minutes. If the opponents save successfully they are immune to the effects of the Stench for 24 hours.
Stunning Blow (Ex): If you succeed with your Primary Natural Attack your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier) or be Stunned for 1d3 rounds.
Swallow Whole (Ex): The Kaiju can try to swallow any opponent of Huge Size or smaller by making a successful Grapple check (Gargantuan or smaller if you take the Titanic Size Class ability). Once swallowed the opponent takes crushing damage equal to 2d8 + the Kaiju's Strength bonus and 3d6 acid damage per round. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon and doing 50 points of damage to the Kaiju's digestive tract. The digestive tracts AC is equal to 10 + half the Kaiju's natural armor bonus. Once the swallowed creature exits muscular action closes the hole and any other swallowed creatures must cut their own way out.
Webbing (Ex):The Kaiju may spit webbing or some sort of adhesive in an 80'Cone or a 10'x150' Line or an Explosive Blast with a range of 200' and an area of effect of 60'. All creatures in the area of effect must make a Reflex Save (DC: 10 + 1/2 Hit Dice + Constitution modifier) or be held fast by it. The opponent cannot move and must escape using an Escape Artist check (DC same as Reflex Save) or Strength Check (DC same as Reflex Save +4, has a +4 Racial bonus. The webbing has 1 hit point per Hit Die of the Kaiju, Hardness 5, and takes double damage from fire.
Windstorm (Ex):As a standard action the Kaiju can create 100 foot long cone of hurricane force winds by flapping its wings (or optionally as a breath weapon). All flames in this area are extinguished, and ranged weapon attacks are impossible except for Siege engines which take a -8 penalty. Listen checks are impossible in this area, and suffer a -8 penalty within 100 feet of the wind. If the area is dusty enough Spot checks will likewise suffer the same penalties. Anything in the cone of effect must make a Fortitude Save (DC is 20) or be subjected to the affects of Hurricane winds described on page 93 of the DMG.
Special QualitiesSaves: Base Saving Throws are all +22 (plus the appropriate Stat Modifier).
Abilities: Lesser Kaiju begin with the following Stats: Str 40, Dex 10, Con 40, Int 3, Wis 14, Cha 30. The Lesser Kaiju also has 10 points to distribute among it's Stats as you see fit.
Skills: Choose up to any 6 skills as your Lesser Kaiju's class skills.
Feats: A Lesser Kaiju gets 14 Feats, 7 of which may be Epic Feats, and any of which may be Kaiju Feats. It also gets 4 Bonus Feats which must be Kaiju Feats.
Environment: Any
Organization: Solitary or Unique
Challenge Rating: 25
Treasure: None
Alignment: Usually Chaotic Neutral, but can be any Alignment.
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---
Example of creature using template here:
Snookums (Kaiju Kitty)
Colossal Kaiju
Hit Dice: 40d12+640 (1120 hp)
Initiative: +2
Speed: 50' ft. (10 squares), Climb 50'
Armor Class: 34 (-8 Size, +2 Dex, +30 Natural), touch 4, flat-footed 32
Base Attack/Grapple: +40/+72
Attack: Claw +47 melee (4d6+15,8-20)
Full Attack: 2 Claws +47 melee (4d6+15, 18-20) and 1 Bite +42 melee (2d8+7)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Battle Frenzy: Speed Variant, Augmented Criticals, Pin Down), Pounce, Rake (+47 melee, 4d6+7), Improved Grab
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (+20 Land Move, Climb Speed, Sprint)
Saves: Fort +38, Ref +24, Will +25
Abilities: Str 40, Dex 14, Con 40, Int 3, Wis 16, Cha 34
Skills: Balance +10, Climb +23, Hide +10, Jump +23, Listen +13, Move Silently +9, Spot +13
Feats: Extra Attack x2 (Bite, +1 Claw), Improved Grab, Pounce, Racial Skill Bonus x8 (+8 Balance, Climb and Jump, +4 on Hide and Move Silently), Rake, Scent
Environment: Any
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---
Tsuyoi Ari (Kaiju Ant)
Colossal Kaiju
Hit Dice: 40d12+720 (1200 hp)
Initiative: +4
Speed: 50 ft. (10 squares), Climb 50'
Armor Class: 47 (-8 Size, +45 Natural), touch 2, flat-footed 47
Base Attack/Grapple: +40/+73
Attack: Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Full Attack: Bite +49 melee (4d6+25 plus 4d6 acid, 18-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Acid Sting, Augmented Criticals, Swallow Whole)
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 15, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement Type:Climb, Enhanced Movement, Heavy Armor)
Saves: Fort +39, Ref +22, Will +25
Abilities: Str 44, Dex 10, Con 44, Int 3, Wis 16, Cha 30
Skills: Climb +27, Listen +13, Spot +13, Survival +16
Feats: Blind-Fight, Cleave, Close-Quarters Fighting, Diehard, Endurance, Great Cleave, Improved Grab, Improved Initiative, Improved Toughness, Increased Toughness x5, Keen Scent, Power Attack, Scent, Track
Environment: Any
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---
Ika (Kaiju Squid)
Colossal Kaiju
Hit Dice: 40d12+640 (1120 hp)
Initiative: +4
Speed: Swim 50' ft. (10 squares)
Armor Class: 32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple: +40/+76
Attack: Tentacle +52 melee (4d6+20)
Full Attack: 10 tentacles +52 melee (4d6+20) and 1 Bite +52 melee (4d6+10)
Space/Reach: 30 ft./20 ft. (40 ft. with Tentacles)
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Constrict, Extended Reach: Tentacles, Ink Cloud), Improved Grab
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Enhanced Movement, Jet, Regeneration: Vulnerable to Electricity)
Saves: Fort +37, Ref +22, Will +24
Abilities: Str 50, Dex 10, Con 40, Int 3, Wis 14, Cha 30
Skills: Search +16, Spot +15, Swim +38
Feats: Extra Attack x10 (9 tentacles and 1 Bite), Improved Grab, Improved Initiative, Improved Multiattack, Improved Natural Attack (Bite), Improved Toughness, Multiattack, Multigrab, Swim-By Attack
Environment: Any Aquatic
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---
Camazotz (Kaiju Bat)
Colossal Kaiju
Hit Dice: 40d12+600 (1080 hp)
Initiative: +7
Speed: 30' ft. (6 squares), Fly 50' (Poor)
Armor Class: 35 (-8 Size, +3 Dex, +30 Natural), touch 5, flat-footed 32
Base Attack/Grapple: +40/+71
Attack: Bite +57 melee (4d6+15, x3)
Full Attack: Bite +57 melee (4d6+15, x3)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample, Frightful Presence, Kaiju Attacks (Augmented Criticals, Blood Drain, Windstorm)
Special Qualities: DR 25/Epic, Low Light Vision, Dark Vision 120', Energy Resistance 20, Invulnerability 10, Immune to Mind Affecting Effects, SR 35, Overnight Healing, Kaiju Abilities (Additional Movement: Flight, Enhanced Movement: Flight, Sonar)
Saves: Fort +37, Ref +31, Will +26
Abilities: Str 40, Dex 16, Con 40, Int 3, Wis 18, Cha 30
Skills: Hide +0, Listen +18, Move Silently +13, Spot +18
Feats: Ability Focus (Frightful Presence), Dodge, Epic Reflexes, Eyes in the Back of your Head, Flyby Attack, Great Flyby Attack, Hover, Improved Flyby Attack, Improved Grab, Improved Initiative, Keen Scent, Large and in Charge, Lightning Reflexes, Mobility, Racial Skill Bonus x2 (+4 Spot and Listen), Scent, Wingover
Environment: Any
Organization: Unique
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Neutral
Advancement: 41-50 HD (Colossal)
Level Adjustment: ---
KAIJU FEATS
Extra Attack (Prerequisites: Kaiju):The Kaiju possesses an attack it does not normally have. You may define this attack as you will (bite, gore, stinger, tail club, claw, etc). If it becomes the Kaiju's new Primary attack it does 4d6 damage. if it is another secondary attack it does 2d8 damage. Optionally you get an additional attack with a Natural Weapon you already have on a Full Attack. For example if you normally did one Slam Attack, this Feat would give you an additional Slam Attack when you made a Full Attack each time you took it.
Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.
Increased Toughness (Prerequisites: Kaiju, Con 42+): You Natural Armor Bonus increases by +3. This may be taken multiple times, and it stacks.
Keen Scent (Ex) (Prerequisites: Kaiju, Scent): You can detect creatures by Scent in a 180' Radius, and can smell blood from ranges of up to 1 mile.
Pounce (Prerequisites: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.
Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.
Racial Skill Bonus (Prerequisites: Kaiju): You gain a +4 Racial Bonus to 1 skill. This may be taken twice to gain up to a +8 Racial Bonus to one skill. Or it may be taken multiple times to gain skill bonuses to as many skills as you're willing to spend Feats on. Optionally you may use this to gain a Racial Bonus with one combat maneuver such as Grapple Checks, Trip Attempts, or Bull Rushes.
Rake (Prerequisites: Kaiju, Claw natural attack): The Kaiju gains the Rake attack listed on page 313 of the MM. Damage is teh same as its claw attack plus half its Strength modifier.
Rend (Prerequisites: Kaiju. Claw natural attack): If all of the Kaiju's claw attacks hit it may automatically rend for extra damage. Damage is equal to double the normal claw damage (i.e. 2d6 if the claw does 1d6) plus one and a half times Strength modifier.
Scent (Prerequisites: Kaiju): You gain the Scent Ability.
Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes: Amphibious, or Aquatic.
Swat: (Prerequisite: Kaiju): If you are standing firmly on the ground and successfully attack a flying opponent, it must make a Reflex Save (Save DC is 10 plus 1/2 HD plus whichever Stat Modifier was used in the attack, Str in the case of Natural Weapons) or be knocked from the sky. It falls to the ground taking normal falling damage, and is prone.
Trip (Prerequisites: Kaiju): If you successfully make an attack with your Primary Natural Attack, you may immediately make a Trip Attack as a Free Action without provoking an Attack of Opportunity. If you fail your opponent does not receive a Trip attempt against you in return.
KAIJU FLAWS
These can be taken to gain an additional Kaiju Feat.
WEAKNESS (Prerequisites: Kaiju): The Kaiju takes double damage from one specific source, such as an energy or alignment type. Alternatively it takes 2d6 damage per round in contact with some specific substance or thing, and it's Fast Healing and/or Regeneration do not work against this damage.