Homebrew Kaiju Species Details

Utter monstrosities to the world. It is your decision to prove them wrong... or right...

The Folly of Man

The Kaiju are known by many to cause devastation and destruction wherever they go. Most Kaiju are reclusive, retreating from societies for long periods of slumber. It is the arrogance of the races which has brought their slumber to an end. Fully grown Kaiju are titanic beasts, towering hundreds of feet tall. Their immense size and abilities grant them domination over any area which they enter. Unfortunately few societies are able to withstand the presence of a fully grown Kaiju.

As a young kaiju, you have only just begun to grow. Finding help from strangers is extremely difficult for Kaiju, but once a bond is created it will be protected fiercely. A select few Kaiju are seen as protectors of their societies. These Kaiju were typically heavily intertwined with the life cycle of their land dwelling counterparts. These Kaiju fight ferociously against other Kaiju who may threaten their societies. 

Appearance

Work with your DM to design your unique Kaiju appearance. Many will have a bipedal form, but that is typically where the humanoid features end. Kaiju appear to me amalgamations of various animals, or plants, spliced and mutated into a new form. An easy way to create your Kaiju is to look at a beast and decide one of its unique aspects (spines, sharp claws, a long tail). Exaggerate and grow this aspect, or place it in a new location (the claws and spines are massive, the tail connects to the head, etc.). Do this for one or two more beasts and combine a your aspects into your new form.

In a world with other races like dragonborn, tabaxi, or lizardfolk, scaly skin may not automatically make you a Kaiju. However, your appearance will be rather monstrous, so discuss with your DM how as a young Kaiju you might try to hide some of your monstrous features to more easily blend in. Do you wear a mask to cover your fanged maw? Do you wear a cape to cover the spines protruding from your back? Is your four part tail held in such a way to look like one? This race is designed to be fully customizable to the best of your imagination. 

Kaiju Traits

The following traits are shared by player characters who are Kaiju.

Ability Score Increase

Your Constitution score increases by 2 and another score of your choice increases by 1.

Size

Kaiju structures and shapes are varied. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Deep Speech.

Natural Defense

You have a natural source for your primary defense. Choose one from the following. 

Defense

Effect

Natural Weapon - Pierce

You have a natural weapon which you can use to make unarmed strikes. If you hit with it, the target takes 1d6 + STR Piercing damage.

Natural Weapon - Slash

You have a natural weapon which you can use to make unarmed strikes. If you hit with it, the target takes 1d6 + DEX Slashing damage.

Natural Armor

Tough, slippery, slimey, barbed, or scaly skin. When you aren't wearing heavy armor, your AC is increased by 1.

Natural Cantrip

You learn one cantrip from any class of your choice. The cantrip should be flavored to originate from your body: Acid Splash projected from your spit, Eldritch Blast fired from a point on your chest, Dancing Lights generated by spores released. Constitution is your casting ability.

Mutational Advantage

Your body adapts and grows as you mature. You gain a new mutation at levels 3 and 5. At level 5, you may also choose from the options available from level 3. 

Required Level 3

3rd Level Mutations description
Communication with Beasts You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Create or Destroy Water You may cast the selected spell a number of times per long rest equal to your CON modifier.
Improved Defense As a reaction to an attack, you may add your CON modifier to your AC potentially causing the attack to miss. You must take a short or long rest before regaining use of this feature.
Monstrous Permanence You have advantage on all Strength and Constitution saves against magic.
Natural Weapon Enhancement Requires a Natural Weapon Defense trait. Your Natural Weapon's damage die increases to 1d8.

Burrow

You have a burrow speed of 20 feet and have a 10 foot tremorsense while underground.

Surface

Your walking speed increases by 5 feet and you gain a climbing speed of 15 feet. As a bonus action you can double your innate walking speed until the end of your turn. You must spend a turn spending 0 movement in order to regain use of this feature

Swim

You gain a 30 foot swim speed and the ability to breathe water.

Flight*

You gain a flight speed of 30 feet.

*Requires DM Approval

Required Level 5

5th Level Mutations Description
Darkness You may cast the selected spell once per long rest. The casting requires no components.
Detect thoughts  You may cast the selected spell once per long rest. The casting requires no components.
Enlarge/Reduce  You may cast the selected spell once per long rest. The casting requires no components.
Invisibility  You may cast the selected spell once per long rest. The casting requires no components.
Lesser Restoration  You may cast the selected spell once per long rest. The casting requires no components.
Misty Step  You may cast the selected spell once per long rest. The casting requires no components.
Protective Defense Requires a Natural Armor Defense trait. By shedding your Natural Armor as an action, you may grant another willing creature not in heavy armor a +2 to their AC for one hour. You lose your bonus until you take a short or long rest. 
 

Previous Versions

Name Date Modified Views Adds Version Actions
7/29/2019 5:56:14 AM
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10/4/2021 1:12:25 AM
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