THE NEW KAIJU TEMPLATE
Kaiju is an inherited Template that can be applied to any corporeal being of Huge Size or Smaller.
Size and Type: Size becomes Colossal. Type remains unchanged except for Animals and Vermin. Their type changes to Magical Beast. Giants and Humanoids become Monstrous Humanoids. All Subtypes are retained.
Hit Dice: Hit Die type remains the same unless the base creature has changed type (i.e. an animal has become a Monstrous Beast). The Base creature adds 40 Hit Dice.
Speed: The base creatures speed increases to 20 ft. if it is slower than 20, otherwise it remains the same. Kaiju with the ability to fly have Poor maneuverability. If you take the Titanic Size Class ability base speed is 25.
Armor Class: The Kaiju gains a bonus to it's Natural Armor Class of +15 with additional bonuses from their increase on size. To save time I have added them here: Medium or Smaller = +29, Large = +27, Huge = +24. Also the monster will have a new Size modifier of -8 to it's Armor Class. If it takes teh Titanic Size Class ability increase the bonus to Natural AC by +1.
Attacks: The Kaiju gains a -8 Size modifier to it's attacks due to it's new Size. If it can use a weapon it gets a maximum of 4 attacks per round with the Full Attack Option (unless Feats, spells, class options, etc alter this). Do not forget to alter the base creatures attack bonus due to its new ability stats. Base Attack Bonus becomes that of a Fighter regardless of Creature Type (i.e. +1 per level). If the Kaiju has no natural attacks (i.e. it's humanoid, or the base creature was too small to do any damage) consult page 296 of the Monster Manual and give it an appropriate attack for it's body style and Size Class. For a humanoid, it will gain 2 slam attacks. If an insect too small to originally do any harm it likely has a bite of some sort, etc.
Damage: Damage of all the Kaiju's natural attacks increases with it's size increase (consult page 291 of the Monster Manual). Don't forget to add the creature's new Str modifier to damage. Special Attacks will also go up in damage and are covered below.
Space/Reach: If the creature is Colossal (Tall) it's new Space is 40 ft. by 40 ft. If it is Colossal (Long) it's new space is 40 ft. by 80 ft. If it is Colossal (Long and Thin) it's new Space is 30 ft. by 120 ft. Reach depends on the base creatures reach: 0 to 5 ft. becomes 20 ft. Reaches 10 feet or above add +10 feet to the Reach. Creatures like Giant Squid that have 2 reaches (one normal and one for a specific attack) increase both. The Giant Squid normally has a Reach of 15' with it's tentacles, and double that (30') for its tentacles. A Kaiju Squid has a Reach of 25' (15 +10) and 50' (25 x2) with it's tentacles. If the base creature has any attacks with a Line effect they become a 10 foot by 150 foot line. If it has any attacks with a Cone effect they become an 80 foot cone. If it has any Ray attacks the new range becomes 300 feet. Other ranged attacks or areas of effect change based on the base creatures size: Diminutive or smaller
is x8, Tiny or Small is x4, Medium or Large is x3, Huge is x2.
Special Attacks: The Kaiju keeps all the Special Attacks of the Base Creature with some modifications. The Save DC for Ability/Energy Drains, Fear/Frightful Presence (or other terror inducing abilities), Gaze Attacks, and any Spell Like/Supernatural/Psionic abilities is now 10 + 1/2 Hit Dice + Charisma modifier. The Save DC for Breath Weapons and Poison is now 10 + 1/2 Hit Dice + Constitution Modifier. Damage for special attacks changes with the new size.
Ability Drain/Damage: Does 1d8 points unless it already does more damage/drain than this.
Breath Weapon: Now does 20d6 damage +1d6 for 3 every 3 Hit Dice over 40 unless it already does more.
Constriction: Now does 3d6 + one and a half times Strength Bonus, unless it already does more. If constriction is based on some sort of claw/pincer attack it does double that attacks normal damage plus Strength bonus.
Energy Drain: Drains 2 levels unless it already does more.
Poison: If the poison does regular damage its Initial and Secondary Damage is 2d6 unless it already does more. Non damage effects do not change.
Spells or Psionics: If the base creature can cast spells or manifest psionics that does not change at all, but the primary casting/manifesting stat is now Charisma. Arcane casters are considered to cast spells as a Sorcerer, Divine as a Favored Soul.
Swallow Whole: The monsters Swallow Whole ability is replaced with the following: 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.
All 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. Does 5d12 if you have taken the Titanic Size Class ability.
Frightful Presence (Ex): Any creature within a 360 foot radius of a Kaiju that has less Hit Dice than the Kaiju is subject to its Frightening Presence. Victims in this range must make a Will Save DC (10 + 1/2 Kaiju's Hit Dice + Charisma modifer). If a save is successful that creature is immune to this Kaiju's frightful presence for 24 hours. Creatures with 4 HD or less are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds. Kaiju are immune to this effect.
In addition to Special attacks it may already have and Trample the Kaiju may pick from the following list. It gets one special attack, plus one more for every 3 Hit Dice above 40:
Ability Drain (Su): The Kaiju's primary attack (or its constriction if it has the Constriction ability) drains 1d8 from one stat which is chose at creation. Attacks drain with each hit, Constriction drains each round the hold is maintained. A Fortitude Save (DC equals 10 + 1/2 Hit DIce + Charisma modifier) can be made to avoid this drain effect. This is otherwise identical to the ability listed in Monster Manual page 305 with one exception: At creation choose one of the following options: A successful Drain gives the Kaiju 5 temporary hit points for 1 hour, or it gives it a cumulative +1 to hit and damage rolls for 1 hour, or the Save DC's of it's Special Attacks are +2 for 1 hour. You must choose during creation to decide if the Ability Drain is linked to your primary attack, Constriction, or is done during a successful Grapple check.
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 dont 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 usd 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.
Blinding Flash (Su):The Kaiju can emit a blinding flash of light a number of times per day equal to its Charisma modifier. Anyone within 100 feet of the Kaiju looking at it that has eyes must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or be Blinded for 1d6 minutes. If the Save is successful they are blinded for 1d4 rounds.
Constriction (Ex): If the Kaiju suceeds in a grapple check it can constrict its opponent for 3d6+one and a half times Strength bonus. Does 4d6 if you have taken the Titanic Size Class Special ability. If the Constriction is instead based on pincers/claws it does double the claws regular damage plus Strength bonus.
Diseased Attack(Ex):The Kaiju's natural attacks are infected with disease. Opponents who are successfully struck by these attacks must make a Fortitude Save (DC is 10 + 1/2 Hit Dice + Constitution Modifier) or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury listed as an infection method (except Mummy Rot).
Disease Spray (Ex):You may spray an opponent with infected fluids. This is an 80 foot cone that may be used every 1d4 rounds. Opponents must make a Fortitude Save (DC is 10 +1/2 Hit Dice + Constitution Modifier)or be infected. You may choose any disease on page 292 of the DM's Guide that has Contact or Injury as an infection method except Mummy Rot (Diseases with the Injury infection method will only infect if you have already injured the opponent before spraying them).
Energized Attack (Su):As a standard action once per minute you may charge your natural attacks attacks with energy of some type. You must chose the type when the Kaiju is created, and the effect last 1d4+1 rounds. During this time the natural attacks do an extra 3d6 damage of the appropriate energy type, this damage is not multiplied on a critical. You may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Postive Energy, or Sonic. Optionally you may choose during creation to link your Energized Attacks to your natural attacks, Constriction, or successful Grapple attacks. This ability may be chosen more than once. If so, decide which version of the Energized Attack you are using (the effects of picking it more than once do not stack).
Energy Attack (Su):Once every 1d4 rounds the Kaiju can make an energy attack of some sort. You must choose the energy type during creation and may choose Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, or Sonic. It may take the form of an 80' Cone, a 10'x150' Line, a Ray with a range of 300 feet, an Energy Missile with a range of 150 feet, or an Explosive Blast with a range of 200 feet and a 60 foot radius spread. An opponent can make a Reflex Save for half damage against the Cone, Line, and Explosive Blast Effects for half damage (Save DC is 10 + 1/2 Hit Dice + Constitution or Charisma Modifier, you choose during creation). The Ray and Energy Missile attacks are Ranged Touch Attacks that Critical on a Natural 20 doing double damage. Damage for the Cone, Line, or Explosive Blast attacks are 20d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Energy Missiles are 15d6 damage plus 1d6 damage for every 3 Hit Dice over 40. Rays are 10d6 Damage plus 1d6 for every 3 Hit Dice over 40. If using this attack as a breath Weapon it must be defined as such during creation.
Energy Drain Attack (Su): The Kaiju may Drain Energy Levels with its natural attack or with a successful grapple attempt (choose at creation). This Drains one Energy level per successful attack (or per round if grappling) unless the enemy makes a successful Fortitude Save (DC: 10 +1/2 Hit Dice + Charisma modifier). The Kaiju gains 5 temporary hit points (10 hit points on a critical hit) for the next hour.
Energy Drain (Su): You may Drain energy levels with an attack. The attack is an 80' Cone, a 10'x150' Line, or a 300' Ray. Opponents inside the Area of Effect of the Line or Cone (or struck by the Ray) must make a Fortitude Save (DC: 10 + 1/2 Hit Dice + Charisma modifier) or lose 2 Energy Levels. The Ray criticals on a Natural 20 draining 4 Energy Levels. The Kaiju does not gain any benefits from draining Energy Levels in this way. The Energy Drain attack may be used once every 1d4 rounds.
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.
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 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 it 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.
Psi Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 psionic power as a Psi Like Ability. The Kaiju is considered to be a 20th level Manifester, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Psionic power on the Psychic Warrior List. Powers of second level or less may be used 5 times per day, powers of 3rd to 5th level may be used 3 times per day, powers of 6th level or higher may be used once per day.
Ranged Attack (Ex):You have some sort of ranged physical attack such as spines or missiles. It comes in one of 3 forms: An 80' Cone, a 10'x150' Line, an Explosion with a range of 200 feet and a 60' spread, or a ranged attack using your ranged attack bonus and with a range increment of 200'. Decide at the creation if damage is blunt, piercing, or slashing. Opponents receive a Reflex Saving Throw for Half Damage vs the Cone, Line or Explosion versions (DC is 10 + 1/2 Hit Dice + Constituion modifier). Damage for Cone, Line or Explosion is 10d6 +1d6 for every 3 Hit Dice over 40. Damage for Ranged attack version is 5d6 + 1d6 for every 3 Hit Dice over 40 + Strength modifier (and it criticals on a Natural 20 doing double damage).
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. If you have taken the Titanic Size Class ability you can throw up to Gargantuan Sized Rocks doing 5d6 damage (DC: 35 to catch).
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).
Spell Like Ability (Sp):Each time this Special Attack is picked the Kaiju gains 1 spell as a Spell Like Ability. The Kaiju is considered to be a 20th level Sorcerer, and Save DC is 10 + 1/2 Hit Dice + Charisma modifier. The Kaiju may pick any Sorcerer or Druid spell of 8th level or less. Spells of second level or less may be used 5 times per day, spells of 3rd to 5th level may be used 3 times per day, spells of 6th level or higher may be used once per day.
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.
Swallow Whole (Ex):Identical to the ability listed above at the beginning of Special Attacks.
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 Qualities:Saves: The Kaiju's Saves are now recalculated based on it's new Hit Dice (and potentially new type). I put a chart for this later in the thread.
Abilities: Kaiju are fairly Hardy and gain +4 to Strength and Constitution along with the bonuses it gets for his increased size. Charisma increases by +20, and Intelligence becomes a 2. Wisdom is unchanged. To make it easier here's a chart for the total stat increases:
Huge:+20 Str, +12 Con
Large: +28 Str, -2 Dex, +16 Con
Medium: +36 Str, -4 Dex, +20 Con
Small: +40 Str, - 6 Dex, +22 Con
Tiny: +44 Str, -8 Dex, +22 Con
Diminutive: +46 Str, -10 Dex, +22 Con
Fine: +46 Str, -12 Dex, + 22 Con
If the Kaiju has the Titanic Size Class Special Quality add another +8 Strength, -2 Dex, +4 Con.
Skills: The Kaiju has 1 skill point per hit die (4 points for the first Hit Die). Class SKills are the skills possessed by the base creature. If he Kaiju has Psi-Like or Spell-Like abilities it also has Concentration as a Class skill. The Kaiju retains any racial skill bonuses the base creature possesses.
Feats: The number of Feats possessed by the Kaiju is recalculated based on the Kaiju's new Hit Dice total. Feats chosen after the 20th Hit Die may be chosen from Epic Feats if the Kaiju qualifies. You must keep the Base Creatures Feats unless the Kaiju no longer qualifies for them (i.e. Weapon Finesse)
Climate/Terain: Any, or same as Base Creature
Organization: Unique or Solitary
Challenge Rating: CR increases by 20, with an additional +1 per 2 Hit Dice over 40.
Treasure: None
Alignment: Kaiju tend toward Neutrality and Chaos but can be any alignment.
Advancement: n/a
Level Adjustment: n/a
KAIJU FEATS
Agile Kaiju (Prerequisites: Kaiju, Base creature must have been Small or Smaller and had a Dexterity of 15 or better): The Kaiju does not lose Dexterity due to the size increase.
Crafty Kaiju (Prerequisites: Kaiju, Base creature must have had an Intelligence of 15 or higher): The Kaiju retains the base creatures original intelligence score.
Damage Field (Prerequisites: Kaiju, Energized Attack Special 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 thiose attacks.
Extend Energized Attack (Prerequisites: Kaiju, Energized Attack): When using your Energized Attack it lasts 3 rounds longer. Each time this Feat is taken its duration is increased another 3 rounds.
Death Ray (Prerequisites: Kaiju, Ray Special Attack): Your Ray special Attack does untyped damage, bypassing Damage Reduction and Energy Resistance.
Powerful Charge (Prerequistes: Kaiju): When the Kaiju charges, it's primary attack does double normal damage plus double it's Strength bonus.
Powered Attack (Prerequisites: Kaiju, Energized Attack): 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, Energy Attack): Each time you take this Feat choose one Energy Attack you possess. It's damage is increased by +2d6.
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.
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. If you have taken the Titanic Size Class ability the damage is 5d6 for a primary and 3d8 for a secondary attack.
Pounce (Prerequistes: Kaiju, appropriate movement type higher than 20', Dex 15+): The Kaiju gains the Pounce attack listed on page 313 of the MM.
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.
Rocket Fist (Prerequisites: Kaiju, Construct): Your Primary Natural Attack (usually a Slam) may also be used as a Ranged Attack.
Buzzsaw (Prerequisites: Kaiju, Construct): Due to retractable revolving saw blades inside your body you do 10d6 Slashing damage with a successful Grapple Check (this damage ignores DR).
Flying Razors (Prerequisites: Kaiju, Ranged Attack): Your Ranged Attack ability ignores Damage Reduction.
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.
Engulf (Prerequisites: Kaiju. Semi Solid): 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.
Improved Grab (Prerequisites: Kaiju): You gain the ability listed on page 310 of the Monster Manual.
Reeking Attack (Prerequisites:Kaiju, Energy Attack doing either Fire or Acid 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.
Burning Attack (Prerequisites: Kaiju, Energy Attack doing Fire or Acid 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.
Stunning Attack (Prerequisites: Kaiju, Energy Attack doing Cold, Electricity, Sonic, Force, or Positive/negative Energy 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.
Brutal Attack (Prerequisites: Kaiju, Energy Attack doing Sonic or Force damage):
Vulnerability: Any opponent damaged by your Energy Attack must make a Fortitude Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or be Paralyzed 1d3 turns.