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KAIJU
The following is a template which can be applied to any beast or
monstrosity found in your everyday Monster Manual to transform it into a
creature of legend. This document is meant to inspire you while you
create a new earth shattering monster unique to your world, so feel free
to make changes and deviate from what you see here. That said, I won’t
be held responsible if your kaiju-sized flumph destroys the setting you’ve
been carefully crafting for the past 5 years!
Creature Information
- The creature’s size becomes Gargantuan.
- Its alignment can be anything you choose. Most kaiju are neutral.
- The kaiju’s hit dice becomes a d20. It also increases its total
number of hit dice for each size category increase. See the table
below to determine the kaiju’s new total number of hit dice.
- The kaiju’s Speed remains the same. If the base creature has a
speed less than 20, its speed becomes 20.
Statistics
Based on the original size of the creature, its physical statistics will
change. Use the table below to determine its new kaiju statistics by
adding the stats of the base creature with the modifiers presented.
The kaiju’s mental statistics may also change, but for the most part
they are likely to remain the same unless you deem otherwise.
Traits
The kaiju gains the following traits listed below. It retains any traits
of the base creature.
Actions
The kaiju gains multiattack and frightful presence. It may also gain
some actions depending on the physiology of the base creature. Using
your judgement, determine if the kaiju gains any, or all, of the following
actions. It retains any actions of the base creature. Any actions already
possessed by the base creature that have a DC of any kind should
increase by +10, to a maximum of 25.
- Bite. If the base creature has a mouth, and does not already have
a bite attack, it gains a bite attack that does 4d12 + it’s Strength or
Dexterity modifier in damage (whichever is greater). Any bite
attack performed by a kaiju has a range of 10 ft. and causes the
target to be grappled (escape DC 20). Until this grapple ends, the
target is restrained, and the kaiju can't bite another target.
- Claw. If the base creature has hands, it gains a claw attack with a
range of 15 feet. If the creature already has a claw or other similar
attack, this action replaces that one. The kaiju adds it’s proficiency
+ Dexterity or Strength modifier (whichever is higher) to the attack
roll. On a hit, the attack does 4d8 damage, plus its Strength or
Dexterity modifier (whichever is higher).
- Tail Whip. If the base creature has a tail, it gains a tail whip attack.
If the creature already has a tail or other similar attack, this action
replaces that one. The kaiju adds it’s proficiency + Dexterity or
Strength modifier (whichever is higher) to the attack roll. On a hit,
the attack does 4d6 damage, plus it’s Strength or Dexterity
modifier (whichever is higher). If the target is a creature, it must
succeed on a DC 20 Strength saving throw or be knocked prone.
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.
- Attack.
The kaiju makes one attack.
- Move.
The kaiju moves up to half its speed.
- Chomp.
(Costs 2 Actions).The kaiju makes one bite attack or uses its
Swallow (if available).
Kaiju Powers
Upon creation of a new kaiju, choose four of the following
fantastical abilities to enhance its power.
- Swallow.
The kaiju makes one bite attack against a Large or smaller
creature it is grappling. If the attack hits, the target takes the bite's
damage, the target is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained, it has total cover
against attacks and other effects outside the kaiju, and it takes 56
(16d6) acid damage at the start of each of the kaiju's turns. If the
kaiju takes 60 damage or more on a single turn from a creature
inside it, the kaiju must succeed on a DC 20 Constitution saving
throw at the end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 10 feet of the kaiju. If the kaiju
dies, a swallowed creature is no longer restrained by it and can
escape from the corpse by using 30 feet of movement, exiting
prone.
- Breath Weapon. The kaiju gains the following breath weapon
attack. The damage for this attack should be of the same type that
the kaiju is immune to.
- Two Headed.
The kaiju grows a second head. The kaiju has advantage on
Wisdom (Perception) checks and on Saving Throws against being
Blinded, Deafened, Stunned, and knocked Unconscious. It also
gains the ability to use it’s bite attack (if any) twice per turn instead
of only once.
- Ranged Attack.
The kaiju has the ability to perform a physical ranged attack, as
deemed appropriate by the DM. This might be shooting spines
from its back, boney disks from its hands, or even spitting massive
boulders. Whatever is chosen as the method of attack, the chosen
projectiles will replenish themselves at the start of the kaiju’s turn.
That the kaiju can make one ranged attack each turn. The attack
has a range of 200 ft., and an attack bonus equal to the kaiju’s
proficiency plus its Dexterity modifier. The attack causes 4d6
damage, plus the kaiju’s strength modifier.
- Windstorm.
Prerequisite: wings
The kaiju flaps its wings furiously, creating a 100 ft. cone of
hurricane-force wind starting from any space it currently occupies.
The wind last for 3 (1d6) rounds. For the duration, all flames in this
region are extinguished, ranged attacks are impossible (except for
those made by kaiju or siege weapons, which are rolled at
disadvantage), and all creatures are deafened until they exit the
area. Any medium or smaller creatures are knocked prone and
pushed away from the kaiju 20 (1d4 x 10) feet. Any flying creatures
are pushed away from the kaiju 70 (2d6 x 10) feet.
- Reflective Carapace.
Any time the kaiju is targeted by a magic missile spell, a line spell,
or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5,
the kaiju is unaffected. On a 6, the kaiju is unaffected, and the
effect is reflected back at the caster as though it originated from
the kaiju, turning the caster into the target.
- Death Throes.
When killed, the kaiju explodes in a burst of energy that deals 90
(20d8) damage, or half as much on a successful DC 21 Dexterity
save, to everything within 100 feet. The damage dealt is of the
same type that the kaiju is immune to.
- Regeneration.
The kaiju heals very quickly, and regains 20 HP at the start of each
turn unless it is subject to a specific type of damage before the the
start of it’s turn, or its hit point total drops to 0. Choose a type of
damage, or roll on the table below to determine the type of
damage that can suppress the kaiju’s regeneration. (Note that the
type of damage that suppresses the kaiju’s regeneration can not
be a type of damage it is immune to.)
- Additional Movement.
The kaiju gains a new type of movement. Choose one, or use the
table below to determine the type of movement gained.
The speed of the new movement type is equal to the kaiju’s base
land speed. If the kaiju does not have a base land speed, it can
choose to gain a land speed of 20 ft., as well as a new type of
movement. The kaiju may also choose a type of movement it
already has, and increase that type of movement by 20 feet. The
kaiju’s body will adapt and change to the new type of movement.
For example, if it gains a swim speed it might grow flippers, or if its
land speed is increased it may sprout extra legs.
- Extra Arms.
The kaiju gains two more arms. This allows add two additional claw
attacks to its list of actions, using the same statistics as the claw attack
mentioned above. The kaiju also gains advantage on athletics and
acrobatics checks to escape being grappled or restrained.
- Parasites.
The kaiju acts as a symbiotic host for a collective of parasitic creatures.
Choose one parasite from the options presented; inectile, flying, aquatic,
or burrowing. The parasites may appear however the DM describes,
often bearing a slight resemblance of the kaiju they are attached to. At
the end of the kaiju’s turn, 2 (1d4) parasites emerge or detach
themselves from the kaiju’s body. They appear in a space that is within
10 feet of the kaiju. If no space is available, they fail to appear. They are
considered part of the CR calculation for the kaiju, and therefore yield no
experience points unless encountered independent of the kaiju host.
These parasites act on the same initiative as the kaiju, and have the
following statistics.
Insectile Parasite
Medium monstrosity, neutral
STR - 14 +2
DEX - 16 +3
CON - 15 +2
INT - 2 -4
WIS - 10 +0
CHA - 2 -4
Traits
Fierce Defender.
When the parasite is within 60 feet of its kaiju host, it has advantage on all attack rolls.
Actions
Multiattack.
The parasite attacks twice with its claws.
Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 16 (2d12 + 3) slashing damage.
Flying Parasite
Medium monstrosity, neutral
Armour Class - 16 (natural armour)
Hit Points - 8 (1d12 + 2)
Speed - 20 ft., fly 40 ft.
STR - 14 +2
DEX - 16 +3
CON - 15 +2
INT - 2 -4
WIS - 14 +2
CHA - 2 -4
Traits
Fierce Defender.
When the parasite is within 60 feet of its kaiju host, it has advantage on all attack rolls.
Flyby.
The parasite doesn’t provoke opportunity attacks when it flies out of an enemies reach.
Actions
Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 16 (2d12 + 3) slashing damage.
Aquatic Parasite
Medium monstrosity, neutral
Armour Class - 14
Hit Points - 8 (1d12 + 2)
Speed - 20 ft., swim 40 ft.
STR - 12 +1
DEX - 18 +4
CON - 15 +2
INT - 2 -4
WIS - 10 +0
CHA - 2 -4
Traits
Fierce Defender.
When the parasite is within 60 feet of its kaiju host, it has advantage on all attack rolls.
Actions
Siphon Blood.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 4) piercing damage and the target’s Constitution is reduced by 1. The
target dies if this reduces its strength to 0. Otherwise, the reduction lasts until the target
finishes a long rest.
Rejuvenate.
If the parasite is within 5 ft. of its kaiju host, as a bonus action it may restore 6 (1d12) hit
points to the kaiju.
Burrowing Parasite
Medium monstrosity, neutral
Armour Class - 17 (natural armour)
Hit Points - 17 (2d12 + 4)
Speed - 30 ft., burrow 30 ft.
STR - 18 +4
DEX - 14 +2
CON - 15 +2
INT - 2 -4
WIS - 10 +0
CHA - 2 -4
Traits
Fierce Defender.
When the parasite is within 60 feet of its kaiju host, it has advantage on all attack rolls.
Unstable Terrain.
When the parasite burrows through the ground, if it remains within 5 feet of the surface,
all squares on the surface of the area it moves through becomes difficult terrain.
Actions
Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 16 (2d12 + 3) slashing damage.
- Indestructible.
The kaiju gains a +1 to AC, and gains resistance to two types of damage
chosen by it.
- Rampant.
Each natural attack the kaiju posses does an additional 3d6 damage.
This damage is the same type as the kaiju’s damage immunity.
- Hazardous.
Each time the kaiju takes damage from a melee attack, the attacker
suffers 3d6 damage. This damage is the same type as the kaiju’s
damage immunity.
- Sonic Boom.
Prerequisite: hands or claws.
The kaiju slams its appendages together, causing an immense
shockwave of sound to resonate for 10 miles. All creatures within 250
feet of the kaiju are deafened for 1 minute, and take 27 (6d8) thunder
damage, or half as much on a successful DC 24 Constitution save.
Final Notes
Remember, when creating a kaiju, the giant-monster is in the details. Be
sure to give your kaiju a unique (maybe hard to pronounce) name, a
personality (does it protect the people of its island home from intruders
or is it a menace to every living thing?), and a history about how it got
where it is. An encounter with a kaiju should be something unforgettable.