Armor Class 17 Scale
Hit Points 266 (22d12 + 30)
Speed
STR
18 (+4)
DEX
15 (+2)
CON
20 (+5)
INT
15 (+2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +8, CON +9
Damage Vulnerabilities Force
Damage Resistances Acid, Lightning
Condition Immunities Unconscious
Senses Passive Perception 18
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Kaiju Adaptation. If you wildshape into a Kaiju out of your other wildshape form, you retain any and all of their abilities and spells. The size of your Kaiju is the size of your last form +1.

Kaiju Aura. All hostile creatures wich can see you must succeed a DC15 WIS save or become frightened for 2 turns

Eldritch Hunger. You must injest yourself with Nanites or Kaiju blood in order to still be able to transform into a Vampire Cyberkaiju after 3 times.

Spellcasting. The [Vampire Cyberkaiju] is a 7th-level spellcaster. Its spellcasting ability is [Constitution] (spell save DC 16, +3 to hit with spell attacks). The [Vampire Cyberkaiju] has following [Warlock] spells prepared:
Cantrips (at will): [Eldritch Blast]
7th level (3 slots): [Kaiju Anihilator Blast

Actions

Adamantium Scales. Gain 1d4 on your AC for the same amount of turns. Only 1 Adamantium Scales can be active at any time.

Kaiju Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 3 target. Hit:  (3d8 + 4) [Slashing] damage. 

Thunderbite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit:  (5d8 + 6) [electrical piercing] damage. Paralize the Target (Con save). Only 1 Thunderbite per Turn.

Chaintail Tenebris Chain. RangedWeapon Attack: +4 to hit, range 10/60 ft., 1d12 target. Hit:  (1d8 d6 + 1) [nightmare] damage.

Bonus Actions

Kaiju Boost. Open vents underneath your scales to leap towards anywhere you can see within a 20ft radius. If you leap in the air, you begin your next turn falling.

 

Reactions

Attack of opportunity. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Jerich0_Swain

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