Daikaiju (5e Creature)
Daikaiju (Kaiju No. 8)[edit]
Large monstrosity (Kaiju), chaotic neutral Armor Class 18 (natural armor)
Saving Throws Str +15, Con +14, Wis +9 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. ACTIONSMultiattack. 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 ACTIONSThe 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 ActionsWhen 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:
Regional EffectsThe region containing the Daikaiju’s lair is warped by its presence, which creates one or more of the following effects:
If the Daikaiju dies, these effects fade over the course of 1d10 days. |
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