Greater Kaiju Part 2
Example of creature using template here:
Seishin-Namida (Kaiju Mindflayer)
Colossal Kaiju
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 52 (-8 Size, +50 Natural), touch 2, flat-footed 52
Base Attack/Grapple: +60/+101
Attack: Tentacle +83 melee (4d6+30/19-20)
Full Attack: 4 Tentacles +83 melee (4d6+30/19-20) and 2 Claws +77 melee (2d8+15)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 70), Frightening Presence (DC 58), Unusual Power (Psionic Blast 5/day, DC 33, Stun 8 rounds), (Psionic Mind Blank 3/day), (Ultrablast 1/day, 20d6, DC 37)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Spell/Power Absorption (increase Save DC's), Regeneration 10, Forcefield
Saves: Fort +57, Ref +32, Will +42
Abilities: Str 60, Dex 10, Con 60, Int 18, Wis 18, Cha 46
Skills: Bluff +54, Concentration +85, Hide +14, Listen +67, Move Silently +30, Sense Motive +67, Spot +67, Swim +55
Feats: Ability Focus (Psionic Blast, Ultrablast), Close-Quarters Fighting, Combat Manifestation, Defensive Sweep, Enhanced Power x2 (Ultrablast, 3/day, 60' Area of Effect), Epic Will, Extra Attacks x5 (3 Primary Tentacles and 2 Secondary Claws), Improved Critical (Tentacle), Improved Initiative, Iron Will, Multigrab, Overwhelming Assault, Power Critical (Tentacle), Superior Initiative, Weapon Focus (Tentacle), 4, Enhanced Power x2 (Psionic Blast, 80' Cone, 5/day)(B), Enhanced Power (Mind Blank 3/day)(B), (Improved Grab (B),
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Chaotic Evil
Advancement: 61+HD (Colossal)
Level Adjustment: ---
Akumakoori (Kaiju Ice Devil)
Colossal Kaiju/Construct (Living)
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Fly 30 ft. (Poor)
Armor Class: 54 (-8 Size, +2 Dex, +50 Natural), touch 4, flat-footed 52
Base Attack/Grapple: +60/+103
Attack: Claw +84 melee (4d6+32)
Full Attack: 2 Claws +84 melee (4d6+32), 1 Bite +84 melee (2d8+16 plus 4d6 Cold), and 1 Sting +85 melee (2d8+16/19-20 plus 4d6 Cold)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 72), Frightening Presence (DC 58), Energy Attack (Cone, 23d6 Cold, DC 70), Energy Sting (Bite, Cold), Webbing (200' blast, DC 70)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (living Construct), Immune to Fire, Additional Movement Type (Flight)
Saves: Fort +57, Ref +34, Will +36
Abilities: Str 65, Dex 15, Con 60, Int 8, Wis 18, Cha 46
Skills: Bluff +25, Climb +35, Concentration +33, Jump +35, Listen +12, Move Silently +10, Search +7, Spot +12
Feats: Alertness, Cleave, Combat Reflexes, Defensive Sweep, Devastating Critical (Sting), Extra Attack x3 (1 Primary Claw, 1 Secondary Bite, and 1 Secondary Sting), Flyby Attack, Hover, Improved Critical (Sting), Improved Initiative, Improved Multiattack, Multiattack, Overwhelming Assault, Overwhelming Critical (Sting), Power Attack, Power Climb, Power Dive, Weapon Finesse (Sting), Wingover, Stunning Attack x2 (Energy Attack, Energy Sting)(B), Powerful Blast x2 (+4d6 Energy Sting)(B)
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Lawful Evil
Advancement: 61+HD (Colossal)
Level Adjustment: ---
Daichi (Kaiju Earth Elemental)
Colossal Kaiju/Elemental (Earth)
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +4
Speed: 30 ft. (6 squares), Burrow 30 ft.
Armor Class: 58 (-8 Size, +56 Natural), touch 2, flat-footed 58
Base Attack/Grapple: +60/+106
Attack: Slam +88 melee (4d6+30/19-20)
Full Attack: 2 Slams +88 melee (4d6+30/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (4d12, DC 77), Frightening Presence (DC 58), Constriction (8d6+60), Improved Grab, Pin Down
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Additional Movement Type (Burrow), Partial Type Change (Elemental), Tremorsense
Saves: Fort +57, Ref +32, Will +36
Abilities: Str 70, Dex 10, Con 60, Int 8, Wis 18, Cha 46
Skills: Balance +8, Climb +38, Hide -8, Knowledge (The Planes) +6, Listen +12, Move Silently +8, Search +7, Spot +12
Feats: Ability Focus (Trample), Alertness, Awesome Blow, Cleave, Close-Quarters Fighting, Combat Brute, Defensive Sweep, Devastating Critical (Slam), Epic Will, Extra Attack (Primary Slam), Great Cleave, Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Improved Sunder, Multigrab, Overwhelming Assault, Overwhelming Critical (Slam), Power Attack, Power Critical (Slam), Shock Trooper, Weapon Focus (Slam), Subtype (Earth)(B), Improved Grab (B), Increased Toughness x2 (B)
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Neutral
Advancement: 61+HD (Colossal)
Level Adjustment: ---
Gaki (Kaiju Ghoul)
Colossal Kaiju/Undead
Hit Dice: 60d12+1500 (2220 hp)
Initiative: +5
Speed: 50 ft. (10 squares), Burrow 30 ft.
Armor Class: 57 (-8 Size, +5 Dex, +50 Natural), touch 7, flat-footed 52
Base Attack/Grapple: +60/+101
Attack: Claw +82 melee (4d6+30 plus disease plus paralysis)
Full Attack: 2 Claws +82 melee (4d6+30 plus disease plus paralysis) and 1 Bite +82 melee (2d8+15/19-20 plus disease plus paralysis)
Space/Reach: 30 ft./30 ft.
Special Attacks: Trample (DC 70), Frightening Presence (DC 58), Diseased Attacks (DC 70), Poison Attack (Bite and Claws, Paralysis, DC 70)
Special Qualities: DR 30/Epic, Dark Vision 120', Energy Resistance 50 (Acid, Cold, Fire, Electricity, Sonic), Invulnerability 20, Immune to Mind Influencing Effects, SR 46, Overnight Healing, Partial Type Change (Undead), Additional Movement Type (Burrowing), Enhanced Movement Type (Land speed)
Saves: Fort +57, Ref +43, Will +36
Abilities: Str 60, Dex 20, Con 60, Int 8, Wis 18, Cha 46
Skills: Balance +13, Climb +37, Hide -3, Jump +38, Listen +12, Move Silently +13, Spot +12, Tumble +13
Feats: Close Quarters Fighting, Defensive Sweep, Dodge, Elusive Target, Epic Reflexes, Extra Attack x2 (1 Primary Claw, 1 Secondary Bite), Improved Critical (Bite), Improved Multiattack, Improved Snatch, Lightning Reflexes, Mobility, Multiattack, Multisnatch, Overwhelming Assault, Prone Attack, Snatch, Keen Scent (B), Rend (B), Scent (B), Trip (B)
Environment: Any
Organization: Unique
Challenge Rating: 36
Treasure: None
Alignment: Chaotic Evil
Advancement: 61+HD (Colossal)
Level Adjustment: ---
KAIJU FEATS
Brutal Attack (Prerequisites: Kaiju, an energy attack doing Force or Sonic damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzeed 1d3 turns.
Burning Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -4 penalty to all rolls for the next 1d6 rounds.
Buzzsaw (Prerequisites: Kaiju, Partial Type Change: Construct): Due to retractable revolving saw blades inside your body you do 10d6 Slashing damage with a successful Grapple Check (this damage ignores DR).
Damage Field (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack your entire body is infused with the energy. Opponents striking you during this time must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Charisma modifier) or take 3d6 damage of the appropriate energy type. You may do energy damage with a simple touch attack, or add it to grapple or constriction damage if using either of those attacks.
Death Ray (Prerequisites: Kaiju): Your Energy Ray Special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.
Engulf (Prerequisites: Kaiju, Semi-Solid or Partial Type Change: Ooze): If the Kaiju succeeds in a Grapple Check, it Engulfs it's opponent (or at least a part of them if the opponent is Gargantuan or bigger). In addition to any normal Grapple Damage, the opponent risks suffocation (see DMG page 304) if it requires air to breathe.
Enhanced Power (Prerequisites: Kaiju, Unusual Power): You can increase the range of your power, or the number of times per day it can be used. If used to increase range, the effect depends on the spell. Cones become an 80' Cone, Lines become a 10'x150' Line, Rays get a range of 300 feet, Area of Effect attacks get a range of 200 feet and a 60 foot radius spread, all other attacks get a range of 150'. If used to increase the number of times per day 5/day powers become at will, 3/day powers become 5/day, and 1/day powers become 3/day. This Feat may be taken multiple times.
Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): Your Energized Attack lasts for the duration of the encounter when activated.
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.
Flying Razors (Prerequisites: Kaiju, Partial Type Change: Construct, Ranged Attack): Your Ranged Attack ability ignores Damage Reduction.
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.
Potency (Prerequisites: Kaiju): This feat may be taken multiple times. If taken the Kaiju may is considered one alignment type for purposes of overcoming damage reduction. You may only choose alignment types that are present in the Kaiju's own alignment. Optionally you may also have your natural attacks be considered Adamantine for purposes of overcoming Damage Reduction.
Powered Attack (Prerequisites: Kaiju): When you successfully hit with your energized attack you may add your Charisma bonus to the damage done (Charisma bonus damage is the same as the form of energy damage being done).
Powerful Blast (Prerequisites: Kaiju): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.
Powerful Charge (Prerequisites: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.
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.
Reeking Attack (Prerequisites: Kaiju, an Energy Attack doing Acid or Fire damage): Any opponent damaged by your Energy attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Nauseated for 1d3 turns.
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.
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.
Rocket Fist (Prerequisites: Kaiju, Partial Type Change: Construct): Your Primary Natural Attack (usually a Slam) may also be used as a Ranged Attack.
Scent (Prerequisites: Kaiju): You gain the Scent Ability.
Stunning Attack (Prerequisites: Kaiju, and energy attack doing Cold, Electricity, Force, Negative, Positive, or Sonic damage): Any opponent damage by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Stunned for 1d3 rounds.
Subtype (Prerequisite: Kaiju): Gain one of the following Subtypes:
Air, Amphibious, Aquatic, Chaotic, Cold, Earth, Evil, Extraplanar, Fire, Good, Lawful, Shapechanger, or Water.
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.