Daikaiju (5e Creature)

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Daikaiju (Kaiju No. 8)[edit]

Large monstrosity (Kaiju), chaotic neutral


Armor Class 18 (natural armor)
Hit Points 270 (20d10 + 160)
Speed 40 ft., burrow 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 26 (+8) 12 (+1) 16 (+3) 10 (+0)

Saving Throws Str +15, Con +14, Wis +9
Skills Athletics +15, Perception +9
Damage Resistances cold, lightning, fire
Damage Immunities poison; bludgeoning, piercing, and slashing from Nonmagical Attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 19
Languages Understands Common and Primordial but cannot speak.
Challenge 18 (20,000 XP)


Colossal Might. The Daikaiju can grapple creatures up to Huge size and does not suffer movement penalties from carrying or dragging creatures it has grappled.

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

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

Siege Monster. The Daikaiju deals double damage to objects and structures.

ACTIONS

Multiattack. The Daikaiju makes three attacks: one with its Bite, one with its Claw, and one with its Tail.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 9) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.

Atomic Breath (Recharge 5-6). The Daikaiju exhales destructive energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

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

Detect. The Daikaiju makes a Wisdom (Perception) check.

Tail Attack. The Daikaiju makes a tail attack.

Stomp (Costs 2 Actions). The Daikaiju makes a Stomp attack against a target within 5 feet. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 9) bludgeoning damage. The target must succeed on a DC 22 Strength saving throw or be knocked prone.

Lair Actions

When fighting inside its lair, the Daikaiju can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Daikaiju can take one lair action to cause one of the following effects:

  • The Daikaiju causes the ground to tremble violently. Each creature on the ground within 60 feet of the Daikaiju must succeed on a DC 22 Dexterity saving throw or be knocked prone.
  • A jet of superheated steam erupts from a point the Daikaiju can see within 120 feet of it. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 22 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • The Daikaiju creates a thick mist in a 60-foot radius around it. The area is heavily obscured for 1 minute or until a strong wind disperses the mist.

Regional Effects

The region containing the Daikaiju’s lair is warped by its presence, which creates one or more of the following effects:

  • Minor earthquakes are common within 6 miles of the lair.
  • Water sources within 6 miles of the lair are supernaturally heated, sometimes reaching boiling temperatures.
  • Predatory creatures within 6 miles of the lair grow to monstrous proportions, becoming aggressive and territorial.

If the Daikaiju dies, these effects fade over the course of 1d10 days.

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