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These giant, monstrous beasts born of the Forced Biodiversity Projects of the past, sleeping in the sea and deepest earth have been around almost since the end of the exodus to the north was complete, and that despite being so dangerous, they are a constant threat to many settlements, and the chief reason behind Soon-Bok's best sales of heavy ordinance. Their varieties have grown, seemingly spawned from random mutagenic programs, or the off spring of the original kaiju, or reactions to pollution still being pumped into the environment. All of them are huge, dangerous, and categorized primarily by their wild behavior and penchant for rearranging megacity skylines.
ALLOSAURUS
One of the earliest efforts in the forced biodiversity program, created once
scientists realized that ancient dinosaurs might make a significantly better model for the coming climate
than anything else.
Large Kaiju
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.
STR 19 (+4)
DEX 13 (+1)
CON 17 (+3)
INT 2 (-4)
WIS 12 (+1)
CHA 5 (-3)
Skills Perception +5
Senses passive Perception 15
Challenge 2 (450 XP)
Proficiency +2
Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
ANKYLOSAURUS
Another early effort in the forced biodiversity programs, though famously, this one
from a group of scientists who weren't at all concerned with climate viability so much as
"wouldn't it be FUCKING RAD to have dinosaurs back?" This view was depressingly common among
the F.B.P. staffers across the globe.
Huge Kaiju
Armor Class 15 (natural armor)
Hit Points 68 (8d12 + 16)
Speed 30 ft.
STR 19 (+4)
DEX 11 (+0)
CON 15 (+2)
INT 2 (-4)
WIS 12 (+1)
CHA 5 (-3)
Senses passive Perception 11
Challenge 3 (700 XP)
Proficiency +2
ACTIONS
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Pseudokaiju
A tiny winged kaiju that was created in an attempt to make a pet breed of the
famously fractious beasts. They are considerably less destructive than their larger cousins, and can even
pair bond with humans, but are notoriously free spirited and all efforts in commercializing them have failed
due to the fact that keeping a tiny, intelligent flying lizard with opposable thumbs, a poisonous stinger,
telepathy, and resistance to techs somewhere it doesn't want to be is often more effort than it's
worth.
Tiny kaiju
Armor Class 13 (Natural Armor)
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.
STR 6 (-2)
DEX 15 (+2)
CON 13 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
Skills Perception +3, Stealth +4
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Keen Senses. The pseudokaiju has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Tech Resistance. The pseudokaiju has advantage on saving throws against techs and other technical effects.
Limited Telepathy. The pseudokaiju can communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it..
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Drake
The earliest form of kaiju developed by mad cap, geeky scientists in an attempt to
fill the world with their nerd shit. Drakes are solitary apex predators who prey on large land based
creatures. Far less intelligent or tech capable than the famous, emponymous Kaiju, they are still beefy
masses of scale, bone, flesh, fangs, and claws with a bad attitude. It is believed they formed the basis for
the modern Hot Dog and strains of other lizards.
Medium kaiju
Armor Class 14 (Natural Armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., climb 30 ft.
STR 16 (+3)
DEX 11 (+0)
CON 16 (+3)
INT 4 (-3)
WIS 10 (+0)
CHA 7 (-2)
Skills Perception +2
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 12
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions
Multiattack. The drake makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Wyvern
Wyverns are pack kaijuu common to more mountainous regions such as the southern
edges of Nazzdack, the Isle of 'Bacco, and the regions around J.A.V. and Cardinal Holdings. They form
small flocks of 4-6 members and hunt with their claws and stingers, bearing prey to the ground before
devouring it on the spot, taking wing once more after having eaten their fill.
Large kaiju
Armor Class 13 (Natural Armor)
Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 80 ft.
STR 19 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 5 (-3)
WIS 12 (+1)
CHA 6 (-2)
Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Challenge 6 (2,300 XP)
Proficiency Bonus +3
ACTIONS
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Coastal Kaiju
These massive, sea turtle like beings are an endemic problem to shipping across the
arctic sea, though some rogue pirate communities, especially wukong ones, have learned how to tame
some of these absolutely colossal beasts to act as mobile settlements and raiding craft.
Gargantuan
kaiju
Armor Class 20 (Natural Armor)
Hit Points 341 (22d20 + 110)
Speed 20 ft., swim 40 ft.
STR 25 (+7)
DEX 10 (+0)
CON 20 (+5)
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1)
Saving Throws DEX +6, CON +11, WIS +7
Damage Resistances Fire
Senses Darkvision 120 ft., Passive Perception 11
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Amphibious. The Coastal Kaiju can breathe air and water.
Actions
Multiattack. The Coastal Kaiju makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the Coastal Kaiju and knocked prone.
Steam Breath (Recharge 5-6). The Coastal Kaiju exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Firewhirl Kaiju
Named for the horrifying fire tornadoes that sometimes spring up in the badlands, firewhirl kaiju are a living embodiment of the fury of nature. Though they are highly intelligent, they aren't interested in communicating--just burning, eating, and burning some more. Fortunately, like most kaiju, they spend the majority of their time asleep deep within the earth. Mining operations near volcanic islands sometimes wake them, to the sorrow of the miners.
Huge kaiju
Armor Class 19 (Natural Armor)
Hit Points 256 (19d12+133)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 27 (+8)
DEX 10 (+0)
CON 25 (+7)
INT 16 (+3)
WIS 13 (+1)
CHA 21 (+5)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
Challenge 17 (18,000 XP)
Proficiency +6
Legendary Resistance (3/Day). If the kaiju fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The kaiju can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: (2d10 + 8) piercing damage plus (2d6)fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the kaiju's choice that is within 120 ft. of the kaiju and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kaiju's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The kaiju exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
Firewhirl kaiju can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Firewhirl kaiju regains spent legendary actions at the start of their turn.
Detect.The kaiju makes a Wisdom (Perception) check.
Tail Attack.The kaiju makes a tail attack.
Wing Attack (Costs 2 Actions).The kaiju beats its wings. Each creature within 10 ft. of the kaiju must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The kaiju can then fly up to half its flying speed.
Young Firewhirl
Considerably smaller than the full Firewhirl kaijuu, these beasts are rarely big
enough to do more than terrorize a small charging station settlement, but remain a dangerous enough threat,
and valuable enough resource, to be brought into constant conflict with adventurers and kaiju
hunters.
Large Kaiju
Armor Class 18 (Natural Armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 23 (+6)
DEX 10 (+0)
CON 21 (+5)
INT 14 (+2)
WIS 11 (+0)
CHA 19 (+4)
Saving Throws DEX +4, CON +9, WIS +4, CHA +8
Skills Perception +8, Stealth +4
Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Challenge 10 (5,900 XP)
Proficiency Bonus +4
ACTIONS
Multiattack. The Kaiju makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5-6). The Kaiju exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Ancient Firewhirl Kaiju
Certain Breeds of Kaiju are very long lived indeed, so long lived that they date
back to the original Forced Biodiversity Projects. These Kaiju continue to grow, and grow, and grow, until
they are so massive that they must sleep for years, even decades, in restorative hibernation to avoid
starving themselves, only leaving to hunt when necessary. Such Kaiju are such threats that few people even
dare to contemplate attacking their lairs, and monitoring stations are established near them to read for the
seismic activity suggesting the stirrings of the Kaiju, so that deterent forces and ablative herds of
lizards can be deployed.
Gargantuan kaiju
Armor Class 22 (Natural Armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 30 (+10)
DEX 10 (+0)
CON 29 (+9)
INT 18 (+4)
WIS 15 (+2)
CHA 23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Perception +16, Stealth +7
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Legendary Resistance (3/Day). If the Kaiju fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The Kaiju can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the Kaiju's choice that is within 120 feet of the Kaiju and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kaiju's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The Kaiju exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
The Kaiju can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kaiju regains spent legendary actions at the start of its turn.
Detect. The Kaiju makes a Wisdom (Perception) check.
Tail Attack. The Kaiju makes a tail attack.
Wing Attack (Costs 2 Actions). The Kaiju beats its wings. Each creature within 15 feet of the Kaiju must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Kaiju can then fly up to half its flying speed.
Mutant Kaiju
Rumors of mutated Kaiju spread out from the Tarantuline Peninsula for decades before
the first confirmed sighting. Massive, black scaled, skeletal from starvation and sickness, their flame
glands converted to produce floods of venom and acid, not igniferous juices. They are of particular interest
to the Fiesta family, who claim that the first one was slain when their ancestor body locked it's wings
together mid air and pile drove it back into the ground.
Huge Kaiju
Armor Class 18 (Natural Armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 23 (+6)
DEX 12 (+1)
CON 21 (+5)
INT 18 (+4)
WIS 15 (+2)
CHA 17 (+3)
Saving Throws DEX +6, CON +10, WIS +7, CHA +8
Skills Deception +8, Perception +12, Stealth +6
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Legendary Resistance (3/Day) If the Kaiju fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The Kaiju can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the Kaiju's choice that is within 120 feet of the Kaiju and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kaiju's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The Kaiju uses one of the following breath weapons.
Acid Breath. The Kaiju exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The Kaiju exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
LEGENDARY ACTIONS
The Kaiju can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kaiju regains spent legendary actions at the start of its turn.
Detect. The Kaiju makes a Wisdom (Perception) check.
Tail Attack. The Kaiju makes a tail attack.
Wing Attack (Costs 2 Actions). The Kaiju beats its wings. Each creature within 10 feet of the Kaiju must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Kaiju can then fly up to half its flying speed.