Aspect of Godzilla (5e Creature)

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Aspect of Godzilla[edit]

Huge monstrosity (titan), neutral


Armor Class 19 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
27 (+8) 11 (+0) 24 (+7) 10 (+0) 13 (+1) 12 (+1)

Saving Throws Str +14, Dex +6, Con +13, Int +6, Wis +7, Cha +7
Skills Athletics +14, Perception +7
Damage Resistances fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages understands Common and Draconic but can't speak
Challenge 20 (25,000 XP)


Legendary Resistance (3/Day). If the aspect of Godzilla fails a saving throw, it can choose to succeed instead.

Magic Weapons. The aspect of Godzilla's weapon attacks are magical.

Magic Resistance. The aspect of Godzilla has advantage on saving throws against spells and other magical effects.

Nuclear Aura. At the start of each of the aspect of Godzilla's turns, each creature within 5 feet of it takes 7 (2d6) necrotic damage and 7 (2d6) radiant damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the aspect of Godzilla or hits it with a melee attack while within 5 feet of it takes 7 (2d6) necrotic damage and 7 (2d6) radiant damage.

Regeneration. The aspect of Godzilla regains 20 hit points at the start of its turn if it has at least 1 hit point.

Savage Attacks. When the aspect of Godzilla scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

ACTIONS

Multiattack. The aspect of Godzilla makes three attacks: one with its bite, one with its claw or stomp and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one Large or larger target. Hit: 21 (2d12 + 8) piercing damage plus 10 (4d4) radiant damage and 10 (4d4) necrotic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one Large or larger target. Hit: 21 (2d12 + 8) slashing damage.

Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Nuclear Breath (Recharge 5-6). The aspect of Godzilla exhales burning radiation in a 500-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 44 (8d10) fire damage, 22 (4d10) radiant damage and 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The aspect of Godzilla 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 aspect of Godzilla regains spent legendary actions at the start of its turn.

Charge. The aspect of Godzilla moves up to half its speed.
Detect. The aspect of Godzilla makes a Wisdom (Perception) check.
Tail (Costs 2 Actions). The aspect of Godzilla makes one tail attack.

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The reptilian monstrosity known as Godzilla is a towering incarnation of destruction, whose strength is immeasurable and whose breath can incinerate all. Such is Godzilla's power that only a relatively small amount of it can create the aspects of Godzilla. Though their power is but a shadow of their creator's, even one of these aspects can topple empires and end eras and is seen as a sign of divine wrath.

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