N Colossal Magical Beast
Darkvision 120', Low-Light Vision, Scent; Listen +30, Spot +30
37 (-8 Size, +1 Dex, +34 Natural), Touch 3, Flat-Footed 36
1030 (58 HD); Fast Healing 20, Damage Reduction 15/epic
Immunity to Mind Influencing Effects;
Fire, Sonic, Electricity, Cold, and Acid resistance 30
40 ft., Swim 40 ft.
Bite +69 melee (6d8+28)Ranged
Ray Attack -- +51 ranged touch (15d6 fire damage)
40 ft. x 40 ft./20 ft.
Breath Weapon, Ray Attack, Shockwave, Trample, Battle Frenzy, Swallow Whole
Cloudkill 3/day (DC 25), Fireball 3/day (DC 23) -- Cast at 20th level caster
Str 48, Dex 12, Con 33, Int 2, Wis 15, Cha 30
absorb energy (fire and electricity)
Alertness, Battle Roar, Great Fortitude, Improved Natural Armor (x5), Improved Natural Attack (Bite) (x2), Improved Toughness, Iron Will, Lightning Reflexes, Run, Thunderous Roar, Toughness (x5)
Hide -10, Listen +30, Spot +30
Ray Attack (Fire) (Su)
-- Once every 1d4 rounds, the kaiju can generate a beam of fire from its eyes. The kaiju must make a ranged touch attack to hit. The ray has a range of 300 feet and deals 15d6 points of fire damage.
Breath Weapon (Cold) (Su)
-- The kaiju can use this breath weapon once every 1d4 rounds. The breath weapon takes the form of a line (10'x10'x100') and does 10d6 points of damage. Creatures can make a Reflex saving throw (DC 50) for half damage.
-- As a standard action, the Kaiju hit the ground with its tail causing a severe localized earth tremor affecting all creatures standing on the ground within 100 feet of the Kaiju. Creatures in this region must make Reflex saving throws (DC 58) or fall prone. Structures in this area suffer 4d6 points of damage.
-- Trample deals 4d12+19 damage; Reflex save DC 58.
Battle Frenzy (Ex)
-- When the Kaiju is reduced to 25% of its maximum hit point total, it gains a +4 bonus to Strength and can make an additional melee attack with its primary natural attack each round at a -5 penalty. These benefits cease if the kaiju is healed above 25% of its maximum hit point total or is reduced to 0 hit points or less.
Swallow Whole (Ex)
-- The Kaiju can try to swallow an opponent of Huge or smaller size by making a successful grapple check. Once swallowed, the opponent takes crushing damage equal to 2d8+19+3d6 points of acid damage from the Kaiju's digestive juices per round. A swallowed creature can cut its way out using claws or a light weapon by dealing 50 points of damage to the Kaiju's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
Battle Roar (Su)
-- As a move equivalent action, the kaiju can unleash a battle roar. A creature of 6 Hit Dice or less within 1,200 feet of the Kaiju in the round that it roars becomes shaken and suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. Creatures of 7 or more Hit Dice must make a Will saving throw (DC 49) to avoid the same effects.
-- As a standard action, the Kaiju can unleash a thunderous roar. A thunderous roar has the same effects as a battle roar. Additionally, creatures of 7 or more Hit Dice within 1,200 feet must make a Fortitude saving throw (DC 49) or be deafened for 3d6 rounds. Creatures of 6 Hit Dice or less are automatically deafened for 3d6 rounds.
Absorb Energy (Fire and Electricity) (Su)
-- The kaiju can absorb energy attacks (Fire and Electricity) that strike it. Any damage from this energy type that penetrates the kaiju's energy resistance (30) is absorbed and converted into temporary hit points that last for ten minutes before vanishing.