Echolocation. The kaiju can't use its blindsight while deafened.
Hold Breath. The kaiju can hold its breath for 30 minutes.
Keen Hearing. The kaiju has advantage on Wisdom (Perception) checks that rely on hearing.
Siege Monster. The kaiju deals double damage to objects and structures.
Magic Resistance. The kaiju has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the kaiju fails a saving throw, it can choose to succeed instead
Parasites. At the end of the kaiju’s turn, 2 (1d4) of each kind of parasite 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
Armour Class - 16 (natural armour)
Hit Points - 8 (1d12 + 2)
Speed - 40 ft.
STR - 14 +2
DEX - 16 +3
CON - 15 +2
INT - 2 -4
WIS - 10 +0
CHA - 2 -4
Damage Resistances - Same as kaiju host
Damage Immunities - Same as kaiju host
Condition Immunities - Charmed
Vulnerabilities - Same as kaiju host
Senses - Passive Perception 10
Languages - -
Challenge - 4 (1,100 XP)
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
Damage Resistances - Same as kaiju host
Damage Immunities - Same as kaiju host
Condition Immunities - Charmed
Vulnerabilities - Same as kaiju host
Senses - Passive Perception 12
Languages - -
Challenge - 4 (1,100 XP)
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
Damage Resistances - Same as kaiju host
Damage Immunities - Same as kaiju host
Condition Immunities - Charmed
Vulnerabilities - Same as kaiju host
Senses - Passive Perception 10
Languages - -
Challenge - 4 (1,100 XP)
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
Damage Resistances - Same as kaiju host
Damage Immunities - Same as kaiju host
Condition Immunities - Charmed
Vulnerabilities - Same as kaiju host
Senses - Passive Perception 10
Languages - -
Challenge - 4 (1,100 XP)
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.
Multiattack. The kaiju can use its Frightful Presence. It then makes five attacks. One with its bite and four with its tail.
Frightful Presence. Each creature of the kaiju’s choice within 1 mile of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the kaiju is within line of sight, 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.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) piercing damage. The target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the kaiju can't bite another target.
Tail Whip. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
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 (except bite).
Move. The kaiju moves up to half its speed.
Chomp. (Costs 2 Actions). The kaiju makes one bite attack.
Description
This whale is made of crystals and is covered in parasitic crystalline organisms. It hunts even the largest of aquatic creatures and even land dwellers aren’t safe from its wrath.
Previous Versions
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9/2/2023 4:56:52 PM
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