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First Published: 10/09/02 Updated: 06/02/16

This article features rules for a universe based Dungeons & Dragons (D&D) game. It adapts , and characters from other science fiction and fantasy films like the Onmyoji series for the game. The rules are broken into four sections:

Janjira: a Toho based setting Gods Monsters Spells and Domains Equipment

Gods includes information on the god- of a Toho universe based campaign. The monsters are the various creatures of a Toho universe based game, including non-divine kaiju and monsters. Also includes rules on playing some of the more benign races. The History of Janjira

The new world began with the destruction of the old one.

Ten thousand years ago the nations of Janjira, who had long labored to secure their kingdoms against the trials and tribulations of the world, achieved their goal. Their greatest minds had derived wondrous technologies from the very foundations of the world, a melding of machine and magic. Where once children in remote villages grew up hungry and sick, automatons were brought to tend crops and heal their maladies. Houses in the mountains were filled with warmth during the coldest months of the year and the deadliest creatures of the wild were held in check by the awesome might of their arms. The most basic trials that had harried civilization since the beginning of time now assuaged, the people of Janjira set aside their toils and gazed out on their lands in peace. Years passed, and they forgot the struggles of their ancestors and set aside their gods, decreeing that their society had reached what must surely be perfection. But all was not as it seemed.

Of the three nations of Janjira, Sergina was the most prosperous. In no other place did the fruits of labor bear greater bounty, and her people grew greater still as more visionaries and scholars flocked to her borders. Combined with an abundance of natural resources, Sergina led the way in producing marvels to ease the lives of her citizens and expand their knowledge of the world. And while Sergina lit the way for all the people of Janjira, the leaders of Saradia and Rolisica watched them in jealousy.

Saradia, with its vast deserts and mountains, still maintained the lowest standards of living in Janjira. Unable to turn their arid nation into productive farmland, they were dependent on Sergina to provide aid. But as Sergina continued to prosper, the people of Saradia began to begrudge them their success. So their leaders turned to Rolisica and expressed their growing doubts and suspicions.

Now Rolisica, a nation nigh as prosperous as Sergina, had long nursed a deep-seated jealousy of that land. In listening to the misgivings of Saradia, the leader of Rolisica saw an opportunity to finally usurp its rival's position. Deceiving the Saradian leadership, Rolisica's leader swore that Sergina possessed the ability to turn the desert into a fertile paradise, but refused to do so in order to maintain its power over them. Declaring that they could no longer stand idly by in the face of such injustice, the Rolisican government forged an alliance with Saradia.

And so the two nations began to plot against peaceful Sergina. Saradia began to train legions of soldiers for the coming conflict while Rolisica delved further than ever before into the construction of deadly weapons, breaking barriers never before crossed in their pursuit of power. And when they had readied a greater army than had been seen in over three thousand years, they sprung their attack and began the Final War. After so many years of peace, the Emperor of Sergina was caught completely unaware by the sudden aggression. Though his nation had technology to spare, little of it was of use in war. Decrying them as would be overlords, the Saradian forces attacked Sergina's borders and destroyed their ports with their partner's weaponry. And as the Rolisican forces ferried their subordinate's hordes into battle, they prepared their most devastating weapons; for they had discovered how to unlock the very fires of creation.

Without warning, Rolisica began to destroy the many cities of Sergina in burning holocausts. The Jade Acropolis was reduced to nothing by their unstoppable missiles and hundreds of thousands perished as their civilization was destroyed. The night sky glowed red as the last forces of Sergina, precious few who had escaped the great fires, began their last stand at the feet of the mountains in the south. Weeks passed as the traitorous nations sent their forces in to begin the harvest. With each landing ship, things looked more and more bleak. The conquest complete, Rolisica declared its power absolute and ordered the destruction of the remaining Sergina strength. Joining its forces with Saradia's legions for the final assault, they stormed the mountains.

The battle raged for many hours as the forces of Sergina, seeing death advancing on them, held the line. Night fell and a great storm raged while the two traitorous nations attempted to eradicate the last people of Sergina, whose once proud populace had been eradicated in the name jealousy and greed. And as those brave warriors began to falter against the overwhelming strength of their enemies, they were delivered. For in using the fire of the creation to destroy their brothers and sisters, the traitors had sealed their fate. The Gods had returned to Janjira.

The storm seemed to part as a towering leviathan stepped onto the battlefield from the east, a trail of destruction in his wake. The fighting stopped as all who were present turned to stare upon the face of a living god. The Sergina warriors knelt before the mighty being from the past, for though the people of Janjira had long since turned their backs on the gods, they knew who stood before them. Loosing a cry louder than the storm around him, Godzilla announced his reappearance to the world. None were unshaken by that cry, a sound of fury dredged up from the beginning of days. He had sensed his fire in the world again and awoken from his long sleep to have his vengeance.

Fearing the kaiju to be an ally of the remaining Sergina warriors, Rolisica had its ships fire on the mighty king. But even their awesome weapons were nothing against him. Blue lightning danced across his back and soldiers were crushed beneath his feet as Godzilla decimated all who would stand before him. Nothing that the traitors brought to bear even slowed him down; their attacks broke upon his hide like water on stone. Seeing that their efforts were futile, they began to flee. But they would not escape Godzilla's wrath so easily; he burned their ships when they began to take on survivors. Helpless before his power, the remainder of the Rolisican ships began to sail back to their own lands. Thus began the Long Retreat.

With the traitors fleeing before him, Godzilla turned back to the mountain where the last of Sergina's warriors remained. As he glared down at them over the scarred and pitted remains of the battlefield, they began to pray: "Let your wrath be loosed on those who deserve it most; those who trespass against you. May they realize the futility of their efforts as your gaze falls upon them. And let that be a warning to all who would forget your holy duty as keeper of the balance; Nature has an order. May the people of the world learn from you or be trampled beneath your feet."

Perhaps pleased by their show of piety, the King of the Monsters turned and dove into the sea. The remaining warriors breathed a collective sigh of relief, knowing that they had been spared from his terrible wrath. Hours passed as the remnants of Sergina combed the battlefield for the wounded and dead. Near dawn, the storm broke as the moon set and the stars shown their last light. And with the rising of the sun she appeared before them: Mothra. On radiant wings she came to them, the dawn light breaking behind her as she alighted gently on the shore. With her were the two priestesses, the Shobijin. The tiny twins stood before the goddess on the beach and asked if they could speak with the leader of Sergina.

Up stepped Emiko, daughter of the Emperor and acting regent of her nation, though but a child to the warriors who fought beside her. Approaching the benevolent goddess, she bowed low before Her and her emissaries.

"We are humbled by your presence great ones." She said, "Would that I could offer you comfort after your journey, but I'm afraid we have little to spare after the destruction visited on our home. Regardless, we welcome you to these lands once more."

The Shobijin smiled sadly. "You are kind, but it is you that we have come to aid. In her wisdom, Mothra has come to help you in your time of greatest need."

And with that, Mothra took to the sky and, passing over the battlefield, let fly the scales of her wings. Golden dust filled the air, turning the rain covered field into a sea of light. And as the motes settled onto the fallen, they began to stir. Former enemies stood up from the battlefield and watched as the Divine Moth floated gracefully above them.

"You must set aside your grievances!" the Shobijin cried in unison, hands clasped between them, "The people of Janjira have strayed from the righteous path for too long. In your arrogance you had thought that you had risen above the firmament, but this is not so. A great power has been stirred from long slumber and others will soon join Him, as Mothra has. If you carry on as you once did, there will be nothing left to mark your passing from this world. We do not want this to happen. There are many hardships to come, but Mothra will protect you from the worst of them. She will watch over you while you build anew."

Then Emiko stepped forward again. Kneeling down before the fairies, she asked "Why? Why would she save us?"

"All life is sacred, Emiko" The Shobijin said, smiling. "Though your people may have forgotten Her, Mothra never forgot them. In aiding you now, it is our hope that you will be enlightened and live in peace with the world."

Emiko frowned. "If only we could; I'm afraid our enemies will not allow that."

Exchanging a knowing look with one another, the Shobijin replied sadly. "They will not trouble you anytime soon. Godzilla is not yet done with them."

And they were right, for though he had paused to contemplate the remaining warriors, Godzilla pursued the traitorous ships to the greatest port city of Saradia. As the people disembarked, the King appeared, bringing with him a tidal wave that flooded the city and drowned thousands of the renegades. Coming ashore, he laid waste to the great city before marching out into the desert. He would not stop until he had destroyed all those responsible for the great sin which had awakened him once more. And as he crossed the desert, the Rolisican leadership knew that their cities were next, and in desperation, they planned a final attack against the Kaiju God.

Advancing into the capitol of Saradia, which lay on the shores of the shallow sea that separated it from Rolisica, Godzilla was struck by their greatest weapon. Twice did they assault him, and the entirety of the Saradian capitol was reduced to a great crater. But when the smoke cleared, Godzilla remained whole. The power they used against him was his own; it was incapable of harming him. It did nothing but stoke the fires of his rage. Again they attacked him in the sea, but still he was not slowed. Within hours, he had arrived. After nightfall of the next day his rampage ended, crossing from one end of the nation to the other. Godzilla had cut a fiery swath from Rolisica's capitol down to its southernmost port before returning to the ocean, utterly destroying it.

It was hard to tell which nation suffered the worst during the events of the Final War. Millions were dead, not the least of which were killed by the devastating nuclear attacks of Rolisica. Those remaining knew that there would be no going back to the former way of living.

Darkness fell over Janjira. Sickness and starvation returned to her people as the technology that had kept them safe failed. Centuries passed as the Gods returned and many new Kaiju awakened alongside them. But the people of Janjira held fast to their faith and were rewarded, for out of the ashes of the old world their nations were reborn.

Sergina, thanks in no small part to the guidance of Mothra, was rebuilt and repopulated. Rolisica and Saradia, slow to accept the return of the gods, followed their former enemy into the new world. And though conflict and disaster have visited each of them since the Final War, nothing since has brought about the same wrath of the Gods. The people of Janjira had lived through the cataclysm once before and had no desire to do so again.

For six and a half thousand years, the nations of Janjira have lived in relative harmony with the Gods and one another. The Balance has been maintained, and the Gods continue to walk the same lands as their followers, never again to slumber as before. They destroy and battle one another as do their faithful, most blessed of all who believe. For in no other land do the faithful, be they high priests or acolytes, so quickly find themselves in the presence of the divine. -Details on the god-kaiju available in a Toho Universe based game-

All Toho universe gods and their followers have the following modifications and special qualities.

1) All of the Toho Universe gods are physical beings, not extraplanar entities, and are thus not Outsiders. Also, the statistics below are for the actual gods themselves, as they cannot manifest avatars like the gods from most D&D campaigns.

2) The various gods all have the following Special Qualities:

Divine aptitude (Ex): Kaiju-gods receive a bonus on all checks. Lesser gods receive a 10-point bonus, intermediate receive a 15-point bonus, and greater gods receive a 20-point bonus. They also do not automatically fail a check on a natural "1". Immune to stunning and instant death (Ex): Kaiju-gods are wholly immune to death from massive damage. Also, unless caused by another god of equal or greater status, kaiju-gods are immune to stunning, sleep and paralysis. They are all completely immune to death effects and disintegration, as well as nonlethal damage.

Disease and poison resistance (Ex): Kaiju-gods are resistant to all forms of poison and disease. All gods gain a +30 circumstantial bonus to saves against all forms of poison and disease.

Transmutation (Ex): All kaiju-gods are completely immune to polymorphing, prettification, and any other effect that would change their shape. This does not include the god's own shape changing abilities.

Draining and Ability Damage (Ex): All kaiju-gods are completely immune to all ability draining and ability damage. Energy draining, such as negative levels, is never permanent, and disappears after one turn.

Mind Effects (Ex): Kaiju-gods are immune to mind effects (charms, compulsions, phantasms, patterns and morale effects). They are also immune to all fear effects.

Damage Reduction (Ex): All kaiju gods have damage reduction 15/epic.

Immortality: All kaiju-gods are effectively immortal. They do not age, and will not die of natural causes. They need no food or drink to survive, and can only die through combat. Because they are living, native beings, kaiju gods can be brought back to life through a True Resurrection, Miracle or Wish spell.

3) The followers of the kaiju gods have no power over undead. These clerics are incapable of turning/destroying or rebuking/commanding undead creatures. However, the followers of the kaiju gods are able to affect unnatural creatures, specifically Outsiders, in the same way that the clerics of other gods affect undead. Thus, the clerics of the good gods, and those of the neutral gods who chose positive energy, are able to turn/destroy evil Outsiders and rebuke/command good Outsiders, and evil clerics and neutral clerics who chose negative energy are able to rebuke/command evil Outsiders and turn/destroy good Outsiders. The cleric may make a total number of rebuke and turning attempts per day equal to 1 + her charisma modifier. In all other ways, it is the same as the basic cleric ability covered in the Players Handbook. Toho Universe Gods

Good Gods Alignment Divine Rank Worshipers Favorite Weapon "Tendril of the Goddess" Neutral good Intermediate Druids, Farmers, Elves, Rangers (Spiked Chain) The Triad -- Elias, Healers - Healers, Farmers, Good bards, -Mothra Neutral good Greater "Beams of Light" (Javelin) Wizards, Sorcerers Rangers, Vigilantes, Good bards, "Prism Beams" (Composite -Battra Chaotic good Greater Farmers Shortbow) Paladins, Healers, Good Fighters, "Leo's Might" (Longsword or -Mothra Leo Lawful good Greater Monks Katana) Neutral good Intermediate Smiths, Healers, Guards "Spiral Shell" (Twin Sword)

Neutral Gods Alignment Divine Rank Worshipers Favorite Weapon "Blue Ray" (Short- or Godzilla Neutral Greater Destruction Cults, Druids, Rangers Longspear) "Monster Crusher" Kiryu Lawful neutral Lesser Smiths, Judges, Town Guards (Warhammer) Chaotic neutral Lesser Arial Creatures, Fire Worshipers "Sky Razor" (Kusari-gama)

Evil Gods Alignment Divine Rank Worshipers Favorite Weapon Chaotic evil Greater Chaotic Evil Humanoids, Tyrants "Tyrant's Head" (Dire Flail) Dagahra Chaotic evil Lesser Evil Oceanic Creatures "Barems" (Shuirken) Evil Fire Creatures, Evil Druids, Desghidorah Neutral evil Intermediate "Planet Destroyer" (Scythe) Sorcerers Neutral evil Intermediate Murderers, evil humanoids, warlords "Horn Cutter" (Greatsword) Assassins, Evil monks, Vengeance "Blade Tendrils" (Kusari- Iris Lawful evil Intermediate Seekers gama) "Legion claw" (Light- or Legion Lawful evil Intermediate Insectoid Monsters Heavy lance) Destruction Cults, Chaotic Evil "Cosmic Lightning" Space Godzilla Chaotic evil Greater Humanoids (Harpoon) Colossal (wide) Magical Beast (Greater Goddess, Chaotic, Good)

Hit Dice: 57d10+741 (1054 hp) Initiative: +15 (Dex) Speed: 5 ft. (1 square), fly 130 ft. (average) (26 squares) AC: +53 (+20 natural, +10 divine (sacred), +6 Deflection, +15 Dex, -8 size), touch +33, flat-footed +38 Base Attack/Grapple: +57/+70 Attacks: Claw +54 melee (4d8+5) or slam +54 melee (6d6+7) Full Attack: 2 claws +54 melee (4d8+5) or slam +54 melee (6d6+7) Space/Reach: 60 ft./30 ft. Special Attacks: Bane of the Unnatural, Prism beams, Frightful presence, Windstorm, Spells Special Qualities: Divine Qualities, Darkvision 120ft, Energy Resistance 50 (electricity, fire, force, radiation, sonic), True Sight, Find disruption, No breath, SR 78 Saves: Fort +45, Ref +45, Will +25 Abilities: Str 20, Dex 40, Con 36, Int 10, Wis 20, Cha 45 Skills: Bluff+41, Concentration +37, Intimidate +41, Listen +28, Spot +28 Feats: Ability Focus (Bane of the Unnatural), Blind Fight, Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great Fortitude, Hover, Improved Bull Rush, Improved Precise Shot, Iron Will, Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Snatch, Weapon Focus (Prism Beams), Wingover Climate/Terrain: Any Land Organization: Solitary Challenge Rating:59 Treasure: None Alignment: Chaotic Good Advancement: - Domains: Chaos, Good, Protection, Retribution*, War Holy Symbol: Black Stylized Circle * New Domain

The maverick younger sister of Mothra, Battra is brooding goddess, who considers the sanctity of the natural world to be paramount over all else. Originally created by the world itself as an answer to the impudence of mortals who dared to try and control nature, Battra's original purpose was as a cleansing blade to cut away the corruption of mortals who dared to tamper with things beyond their ken. Eventually, she encountered her goodly twin, Mothra, and fought the Great Protector in a battle that caused the very earth to nearly crack open. In the aftermath of the battle, Battra came to realize that both her and Mothra were born with a similar purpose. Casing aside her former hatred, Battra allied herself with her once archrival and now sits on one of the corners of the Triad. Despite this, Battra is still more oriented towards the protection of nature than she is towards the protection of people, though the influence of her sister has toned down her more belligerent tendencies.

Battra resembles a colossal, jaggedly armored butterfly. Her body is covered in a thick, black exoskeleton, and her wings are covered in a dizzying pattern of bold, primary colors. Her head is also jaggedly armored, and her eyes occasionally glow with what seems like barely contained hate. Despite the fact that Battra is a good goddess, she is highly aggressive and terrifying to the eyes. Battra has an 110ft long body, and a 290ft wingspan. She weighs close to 30,000 tons.

Battra can speak Mothra, a special language of chirps, whistles and shrieks shared between her, her sister and nephew. She understands Celestial, Draconic and Abyssal, but lacks the verbal apparatus to speak them.

Combat:

Battra is much more aggressive in combat than her sister Mothra. While she prefers to stay in her lair in quiet meditation, Battra is the most likely member of the Triad to be active. Because she is more concerned with the preservation of the natural world than of intelligent life, she is often compared to the destruction gods for sheer amount of damage that she does to civilized areas. However, unlike the evil destruction gods, Battra seems content to leave communities that don't deal a lot of damage to the natural world alone. Yet, as ghastly as the damage she causes is, scholars who have read about her former fury claim that compared to the damage she used to inflict upon intelligent life, her periodic attacks are almost a blessing.

Against enemy Kaiju, Battra prefers to use her prism beams from a distance, using her flyby attack feat to strafe her opponent while using her other feats to avoid attacks of opportunity. Against smaller opponents, she still prefers to use her prism beams over physical attacks, though she has been known to use her windstorm power to blast opponents over cliffs or into walls. Because she is fairly intelligent, Battra often utilizes basic tactics in combat. Because of her nature as a destroyer of the unnatural, Battra will attack aberrations, constructs, outsiders and undead in preference to other foes, but only if doing so does not put her in harms way.

Battra's natural attacks are considered chaotic, epic and good weapons for the purposes of overcoming damage reduction.

Bane of the Unnatural (Su): As a goddess of the natural world devoted to the destruction of all things unnatural, Battra has a special gift for destroying creatures not of this world, or that have been changed by unnatural forces. All of Battra's attacks are considered Bane weapons linked to aberrations, constructs, outsiders and undead. Additionally, such creatures that are struck with her prism beams, they must make a Fortitude save (DC 57) or suffer the effects of a destruction spell, regardless of whether or not they can normally be affected by that spell. Spell resistance does not apply to this attack. The save is Charisma based.

Prism beams (Su): Once every 1d4 rounds, as a standard action, Battra can fire a purple/yellow stream of light from her eyes. This attack functions as a ray attack, requiring Battra to hit with a ranged touch attack. If the beams hit, they inflict 15d8 points of force damage. Battra applies any of her Point Blank Shot and derivative feats, such as Rapid Shot, to this attack.

Frightful presence (Su): As the goddess of retribution, Battra is constantly surrounded by an aura of fear. Any creature of less than god status who comes within 200ft of Battra must make a Will save (DC 55) or suffer the effects of a Fear spell for 1d3 hours. Battra can voluntarily suppress and resume this power as a free action. Creatures who make their saves are immune to Battra's frightful presence for 1 day. This is a mind-affecting fear effect. This save is Charisma based.

Aberrations, constructs, outsiders and undead which are normally immune to fear effects must still make this saving throw, and are affected fully by this power.

Windstorm (Ex): As a standard action, Battra can create a powerful blast of wind by flapping her wings. This blast creates a 200-foot cone of hurricane force winds. All flames within this region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks within the area are impossible. Creatures of mediums-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10ft. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of large size on the ground are knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet.

Spells: Battra can cast spells as a 20th level Druid, and can memorize her domain spells as Druid spells. Battra casts her spells as spell-like abilities, and thus does not need components.

Typical Druid Spells Prepared:(6/7/6/6/6/6/4/4/4/4; DC 14 + spell level): 0-level - Detect Poison, Guidance (x2), Know Direction, Purify Food and Drink, Resistance; 1st - Calm Animals, Faerie Fire, Goodberry, Protection from Evil, Sanctuary, Shield of Faith, Speak with Animals; 2nd - Cat's Grace, Chill Metal, Hold Person, Lesser Restoration, Shatter, Spiritual Weapon; 3rd - Call Lightning, Contagion, Plant Growth, Poison, Spike Growth, Wind Wall; 4th - Command Plants, Flame Strike, Freedom of Movement, Holy Smite, Ice Storm, Rusting Grasp; 5th - Atonement, Baleful Polymorph, Insect Plague, Transmute Rock to Mud, Wall of Fire, Wall of Thorns; 6th - Antimagic Field, Fire Seeds (x2), Omega Curse; 7th - Control Weather, Heal, Holy Word, Sunbeam; 8th - Earthquake, Holy Aura, Reverse Gravity, Whirlwind; 9th - Elemental Swarm, Foresight, Imprisonment, Shambler

True Sight (Su): Battra has constant True Seeing, as per the spell cast by a 20th-level sorcerer. She can suppress and resume this power as a free action.

Sense Disruption (Su): As a goddess of balance and the natural world, Battra has the special power to detect when intelligent life is affecting the world in ways that it is not meant to be. In essence, Battra continuously Detects Magic in a six hundred mile radius around her as though she were concentrating for three rounds. In addition, she continuously Detects Undead, Life, Constructs and Outsiders as per the spell Detect Undead, save it can distinguish between undead creatures, artificial creatures, living creatures, and extra-dimensional creatures as though she had been concentrating for three rounds, also within a six-hundred mile radius. While she normally ignores such presences, she will often investigate any aura that is particularly strong. This power functions continuously, and can be activate and suppress this power as a free action.

Because this power detects the ebb and flow of the natural world, an anti-magic aura does not block it.

No Breath (Ex): Battra does not need to breath, and is immune to gas based attacks that require a fortitude saving throw. She can also exist in an airless environment, such as outer space, with no penalty.

Battra's Worship and Worshipers

Battra is not often worshiped among "civilized" people. Her fondness for destroying cities that have grown to fast and dealt too much damage to the wilds has made many city-dwellers afraid of her. While the fear is not completely un- justified, Battra does not go out of her way to demolish "civilized" places like she did in the old days. Her occasional forays to destroy cities and their inhabitants seem to serve more as a reminder that humanoid life must always remain respectful of nature, and that if they abuse the wild places, they will receive a harsh reminder that they are merely tenants, not owners, on the face of the world.

Battra's informal worshipers are often woodsmen, fishermen or anyone else who earns their living in the wild places. Such men and women often whisper prayers to the goddess as they work, asking her for permission to harvest the bounty of nature so that they may feed themselves and their families. So long as they don't take too much, Battra seems content to allow them to take what they need from her wildernesses.

Another group that is often found worshiping the Dark Guardian are vigilantes. These men and women often pray for the goddess's blessing in their ventures for just revenge on those who they believe prey on the innocent. Because Battra is a goddess of retribution, she seems to favor these men and women. Often, such justice seekers can find aid with Battra's priests and other worshipers.

Her formal worshipers are an unusual lot. Composed largely of druids and chaotically good rangers, but also containing a fair number of clerics, as well as some maverick fighters, Battra's formal worshipers perform their work in the name of the Dark Guardian. Most are wardens of the natural places, while some are avengers of defiled wildernesses. Like the goddess herself, these worshipers are typically somber in mood, seeming to constantly be brooding about something. These worshipers typically seek just vengeance against those who have defiled the natural world. Many an ambitious lumber baron has found himself skewered on the arrow tips of the Battra priests.

Among the humanoid races, elves are the most likely to be found worshiping the Dark Guardian. Due to their similar beliefs about nature and the preservation of the wild places, Battra has an enormous following of elves. While she also draws worship from a fair number of humans and half-orcs, the bulk of her followers come from elf communities. Like her sister, Battra also has a large following among the elias. Those elias who follow the Dark Guardian tend to be more somber than their fellows, but are still very much elias, in that they enjoy song, dance and nature. However, their songs tend to be graver, their dances tend to be less joyous, and their love of nature often turns violent when they witness humanoids damaging the wild places that they love so much. While most of the elias find the Battra worshipers quite difficult to relate to, they still accept them, for they follow one of the members of the great Triad, and are thus given the respect they deserve. Like most of Battra's other followers, they tend to be distant, even from their own people.

Battra temples tend to be much more banal than those of her sister. Battra temples are often constructed of still living trees, woven together through magic so they do not need to give their lives in the name of the goddess. These temples are often found in deep forests, near rural communities and, occasionally, near large cities, where the clerics can keep an eye on the inhabitants. These living temples are often decorated with foxfire and glowing lichens, arranged in images of the Dark Guardian. Often times, the only other illumination within the temple is a few tiny candles.

Battra followers, unsurprisingly, prefer earth tones, along with black, when it comes to clothing colors. Because following the goddess seems to mandate an individual be very practical, clothing is often bare of decoration, though kept in good condition. Many of her followers have tattoos, one of which is almost always Battra's holy symbol. Most commonly, the emblem of the Dark Guardian is blazoned across the back of the worshiper. Some go so far as to have their entire bodies tattooed with passages from the holy scriptures of the goddess. Almost all of her worshipers carry composite shortbows, and the most powerful of her worshipers often have them enchanted.

Battra's relationship with the other religions is tenuous at best. While she likes her sister Mothra, she often finds it difficult to deal with her reckless nephew Leo. Battra and Biollante have a seemingly good relationship with each other. There is some tension between Battra's and Gamera's worshipers, who often have opposing goals. Where Battra sees no reason not to tear down things that have gotten out of hand with the humanoids, Gamera seems intent on protecting them, so long as they don't actually threaten the existence of the planet.

Battra and Godzilla seem to have an old grudge against each other. Battra also comes into conflict quite regularly with Kiryu, who is devoted to the protection of cities and their inhabitants, and the spread of technology, particularly machines, which Battra finds repugnant. Battra cares little for Rodan, who she sees as being little threat to the natural world.

Battra, like her sister, often runs into conflict with the evil gods, particularly those of destruction. Most often, the gods Dagahra, Desghidorah and Legion all often end up on the receiving end of Battra's rage, for they despoil the wild places and corrupt all around them. On the occasions when the gods themselves collide, Battra often gains the upper hand in such conflicts, due to her higher intelligence and the fact that she has the support of her sister and nephew. For the most part, Battra cares little for the intrigues of Iris, or the cruelty of King Ghidorah or SpaceGodzilla. Battra seem content to ignore these gods, as their plans rarely, if ever, come into conflict with her goals of preserving the sanctity of the wilds. Even so, she will battle them if called upon by her sister or nephew. Colossal (long) plant (Intermediate Goddess, Good, Radiation)

Hit Dice: 67d8+944 (1245 hp) Initiative: +3 (+4 Improved Initiative, -1 Dex) Speed: 30 ft., Burrow 30 ft. AC: +50 (+16 natural, +15 deflection, +18 divine (sacred), -1 Dex, -8 size), touch +34, flat-footed +50 Base Attack/Grapple: +50/+86 Attacks: 2-8 Tendril slams +63 melee (3d6+20), 1-6 Mouth Tendrils +63 melee (3d6+10+acid) (see multiple vines below) Full Attack: 2-8 Tendril slams +63 melee (3d6+20), 1-6 Mouth Tendrils +63 melee (3d6+10+acid), Bite +61 melee (5d8+30+acid) Space/Reach: 90 ft./600 ft. (tendrils) or 20 ft. (bite) Special Attacks: Multiple vines, breath weapon, piercing vines, improved grab, constrict, acid bite, swallow whole, demolition, earthquake, trample Special Qualities: Divine qualities, plant, energy resistance (acid, cold, electricity, radiation, sonic) 50, fast healing 10, regeneration 10, tremorsense, tendril regeneration, incorporeal form, darkvision 400ft., SR 78 Saves: Fort +51, Ref + 23, Will +25 Abilities: Str 50, Dex 8, Con 38, Int 4, Wis 17, Cha 46 Skills: Intimidate +35, Listen +21, Spot +20, Survival +23 Feats: Ability focus (Breath weapon), Ability focus (Trample), Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tendril slams), Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Multiattack, Power Attack, Self-Sufficient, Toughness (x2), Track, Weapon Focus (Mouth tendrils), Weapon focus (tendril slam) Climate/Terrain: Any Land Organization: Solitary Challenge Rating:69 Treasure: None Alignment: Always Neutral Good Advancement: - Domains: Acid*, Animal, Earth, Good, Plant Holy Symbol: A red rose with a fanged mouth in its center * New Domain

The younger sister of the destroyer god Godzilla, Biollante shares little resemblance with her brother, both in form and in nature. Rather than being an animal, Biollante is massive hybrid of animal and plant, the animal component being her brother Godzilla, and her plant component belonging to a rose. Yet, her most unusual trait is that her soul once belonged to an elf maid. As such, she shares many qualities with both animal and plant, and the soul of an elf. Her body resembles that of a plant, with quite a few animal traits, and her actions show her old elf nature. So, while she is related to the King of Monsters, Biollante has very little in common with her brother.

When Biollante chooses to take corporeal form, her form resembles a massive mound of vegetation. Near the summit of this mound, Biollante's massive, crocodilian head rests, its mouth lined with teeth longer than greatswords. Below her head a strange organ resembling an exposed humanoid brain lies beneath a tangle of vines. Biollante is always surrounded by dozens of flailing tendrils. Some of these tendrils are tipped with vicious looking mouths, while others merely taper of into a lance-like point. All of Biollante's mouths constantly seep an acidic sap that makes them look like they're drooling. Her massive body is roughly 200 ft. long and 120 ft. wide, and she weighs close to 200,000 metric tons.

Biollante understands Elven and Terran, but lacks the verbal apparatus to speak them.

Combat:

Biollante is rarely in corporeal form, so there is little occasion for her to fight. When she does assume her physical form, her size, reach and raw power allow her to overcome her foes with deadly force. As the goddess of life and nature, Biollante often manifests when her protectorates, namely the animals and plants of the world, are threatened, usually by one of the other gods.

When engaging a foe in combat, Biollante prefers to first attempt to entangle her foes in her vines, then either strangle them or dissolve them with her acidic secretions. Should that fail, she will resort to her breath weapon, but only if the situation warrants it. If she can, she will use her swallow whole ability to quickly remove smaller opponents from combat, while using her piercing vines to dispatch larger foes. She makes liberal use of her power attack feat, along with greater cleave and awesome blow.

Biollante's natural attacks are considered epic and good weapons for the purpose of overcoming damage reduction.

Multiple vines: Biollante can attack with 2-8 tendril slams and 1-6 mouthed tendrils as part a of a normal attack action. All of her tendrils use the same attack bonus, and can attack any creature within her reach.

Biollante is not adversely affected by the loss of any of her tendrils, as she has a nearly endless supply at her disposal.

Breath Weapon (Su): Once every 1d4 rounds, Biollante can breath a 300 ft. line (10ft. wide and 10 ft. tall) or 150 ft. cone of radioactive, acid sap as a standard action. All creatures caught in either the cone or line take 10d6 points of acid damage and 5d6 points of radiation damage. Creatures caught in the attack can make a Reflex save (DC 60) for half damage.

The tacky, acidic sap adheres to anything it strikes. All creatures that were caught in the breath weapon are drenched in the corrosive material, taking an additional 4d6 points of acid and 1d6 points of radiation damage for 1d6 rounds after Biollante uses her breath weapon. At least a gallon of alcohol and a full round action are required to clean a medium sized creature of the acid. The creature's possessions must make a fortitude save (DC 60), or be corroded within one round and rendered useless. Magic items receive their enchantment bonus on this save, while items of artifact level and higher are immune.

Her mouthed tendrils also have a smaller version of her breath weapon. Once per round, one of her mouthed tendrils can breathe a 30 ft. cone of acid, inflicting 4d6 points of acid damage and 1d4 points of radiation damage. This acid is not as strong or adhesive as her primary breath weapon, inflicting no additional damage on subsequent rounds.

Piercing Vines (Ex): If Biollante lands a critical hit with her tendril slam attack against a huge or larger opponent, the tip of her vine pierces her foe's flesh, inflicting an additional 4d4 points of damage. In addition, when her she executes this attack, Biollante can use her improved grab attack as a free action, but gains a further +10 circumstantial bonus to her grapple check. If she gets a hold with this attack, her opponent continues to take 4d4 points of damage per round until they break the hold, in addition to constriction damage.

Improved Grab (Ex): When Biollante hits with her tendril slam or mouthed tendrils, she deals normal damage and can start a grapple as a free action without provoking an attack of opportunity. If she gets a hold, she can automatically inflict constriction damage on her foe for each round she maintains the hold. Additionally, her successive attacks automatically receive a +20 circumstantial bonus to attack rolls, and any successive hits allow her to make additional grapple checks, with a +10 circumstantial bonus to each check per vine attached. Because Biollante has so many vines at her disposal, she is never considered grappled when using her vines.

Additionally, if Biollante hits with her bite attack, she deals normal damage and can attempt to start a grapple as a free action. If she gets a hold, she grabs her opponent in her mouth. If she gets a hold, she can attempt to swallow the foe in the next round with another grapple check. Alternatively, she can elect to simply conduct the grapple normally, or she can simply use her mouth to hold the opponent (-20 penalty on her grapple checks, but Biollante is not considered grappled). In either case, each successful grapple check she makes automatically inflicts bite damage.

Constrict (Ex): Each round Biollante makes a successful grapple check with her vines, she inflicts 2d8+20 points of bludgeoning damage. For each additional vine holding an opponent, increase the damage by +4. So, if three vines were holding an opponent, constriction damage would be 2d8+32.

Swallow Whole (Ex): If Biollante begins a round with an opponent two size categories smaller than her held in her mouth, she can make a grapple check and attempt to swallow the opponent alive. Once inside Biollante, the creature take 4d6 points of acid damage, 3d6 points of crushing damage and 1d6 points of radiation damage per round, until they die or escape. A successful grapple check against Biollante allows the creature to climb up into her mouth, and a second check allows them to escape. Alternately, swallowed creatures can attempt to cut their way out with either claws or small or tiny slashing weapons. To cut free, the creature must inflict 100 points of damage to the interior of Biollante's gut (AC 36) to create a whole large enough for the creature to exit. Once a single swallowed creature exits, Biollante's rapid healing factor closes the hole; thus, another swallowed creature must cut its own way out. Biollante's gut can hold two huge, four large, eight medium, 16 small, 32 tiny or 64 diminutive creatures. Fine creatures usually dissolve so quickly that they don't count towards the space occupied.

The body of a creature killed by Biollante's gut is destroyed, and can only be restored to life with a wish, miracle or true resurrection spell. All equipment carried by the character is also destroyed, except for artifacts.

Acid Bite (Ex): When Biollante hits with her mouthed tendrils or bite attack, she inflicts an additional 2d8 points of acid damage. This additional damage is also inflicted when she makes a successful grapple check with either her mouthed tendrils or bite attack.

Demolition (Ex): When Biollante strikes an object, she inflicts double damage and ignores hardness.

Earthquake (Ex): When Biollante moves, her body generates massive earth tremors, causing severe damage to the local landscape and possibly destroying any nearby buildings. Everything within a 60 ft. of Biollante when she moves is subject to the effects of an earthquake spell, save it is not a magical effect, can not be counter spelled and is un-affected by an anti-magic aura. Biollante is immune to the effects of the earthquake she creates. The earthquake lasts as long as Biollante moves, but only within 60 ft. of her body. When she moves on, the quake ends, and the effects described under the spell take place.

Biollante cannot suppress this ability.

Trample (Ex): As a standard action during its turn each round, Biollante can run over opponents of Gargantuan or smaller size. She merely has to move over her opponent to do so.

This attack deals 4d12+20 points of damage to all creatures caught under her body. Each round the creature remains under her, they take trample damage again. When first trampled, the creature can take an attack of opportunity against Biollante, but incur a -4 penalty. Alternatively, they can make a Reflex save (DC 70) for half damage. Creatures who make their save are pushed to the side, avoiding getting trapped under Biollante, and avoiding successive trample damage. Creatures who fail their reflex save, or who take attacks of opportunity, are considered pinned under Biollante. They cannot move, and continue to take trample damage each round until Biollante moves off of them. A successful grapple check against Biollante allows the creature to move their land speed per round in any direction they chose. Pinned creatures cannot attack.

Regeneration (Ex): Biollante takes normal damage from fire and force attacks. Tremorsense (Ex): Biollante can automatically sense the location of any creature that is in contact with the ground with 300ft. of her body.

Tendril Regeneration (Ex): Foes can attack Biollante's tendrils, but only when they are holding them, or as a readied action. A tentacle has AC 20 (Touch 12) and can withstand 30 points of damage. Tendrils do not share Biollante's energy resistances or damage reduction. The loss of her tentacles does not harm Biollante (that is, the damage does not count towards Biollante's hit point total). Due to her rapid healing factor, a lost tendril regrows so fast that the loss of one does not adversely affect her combat capacity.

Incorporeal Form (Su): She can also assume or leave this form as a standard action once every 10 minutes. While in incorporeal form, Biollante is immune to all forms of damage, is undetectable by any form of magic and her regeneration and fast healing increase to 100 each.

If reduced to -10 hit points, Biollante automatically assumes her incorporeal form as a free action, but must wait four days to reassume corporeal form.

Biollante's Worship and Worshipers

Many creatures know Biollante as the Earth Goddess, for while her creation was in no way natural, she seems to have taken it upon herself to protect the natural world and all creatures who live in it. Despite her menacing appearance, Biollante is regarded as one of the most approachable of all the gods. Though few creatures know of her elven soul, she is not as frightening as the other gods to the common folk, and she rarely goes on destructive rampages like the "Godzilla brothers."

Almost all creatures, even those of evil nature, which depend on the land to support them, pay at least some tribute to Biollante, whom they believe keeps the land fertile and animals abundant. While this may or may not be true, it does seem that those who say prayers to the Earth Goddess while they gather or hunt are blessed with some luck in finding what they are looking for, be it a rare herb or possibly the exact prey they were stalking.

Pregnant mothers also are common among Biollante's informal worshipers. The goddess, due to her ability to seemingly be reborn over and over again makes her a perfect symbol for birth and life. Thus, pregnant mothers often pray to the goddess for a safe a healthy birth.

Among Biollante's formal worshipers, it is not surprising to find a large number of farmers and herders are devoted to the Earth Goddess. Biollante also has a fair number of woodsmen as formal worshipers. Many midwives are also devoted to Biollante in her life and rebirth aspect as well.

Good druids and rangers are also quite numerous among Biollante's worshipers, for they are the ultimate embodiment of harmony with the natural world and the desire to protect natural life. Biollante also has a large number of clerics and barbarians among her following, as well as bards and good fighters. Like the Battra priesthood, which they occasionally cooperate with, Biollante's followers are often involved in protecting the wilderness from harm. However, Biollante's clerics, and occasionally druids, are also involved in aiding farmers and herders who depend on animals and plants to survive, as well as teaching people to live in harmony with nature. While Battra's priests take a more violent approach to protecting the wild places, Biollante's followers seem more interested in teaching people to live in harmony with nature, but are still not averse to using violence when the situation warrants it.

Not surprisingly, the race that most often reveres Biollante is the elves. Though only a minute few know about her origin, many elves feel a close kinship with the Earth Goddess, as well as comply with her belief in protecting the wild places from destruction and harm. Humans also are common among Biollante's worship, but their numbers fall pitifully short when compared to the number of elves in her following. Dwarves revere Biollante in large numbers as well, due to her nature as an earth goddess, though dwarven worship is less focused on her plant and animal nature, and more on the earth goddess aspect of her portfolio.

Many good fey creatures are allied with Biollante's worshipers. Though these creatures do not formally worship the Earth Goddess, they are often found working with her followers to preserve the natural world. Dryads and satyrs are usually found working with Druid enclaves, while grigs and pixies have been known to accompany her rangers on particularly vital missions. Also among her allies are many intelligent plant monsters. Shambling mounds and treants can usually be seen protecting the sacred circles of the druids, or guarding the tree temples of her clerics. Many foliar creatures (see monsters section) also work with Biollante's followers. Her priests are also quite adept and taming and training dire animals.

Biollante temples are often organic things constructed of still living trees reshaped with magic. Not only are they constructed of still living plants, but they are also decorated and protected by them. Flowers and glowing leaves adorn the temple interiors, while treants and dire animals slumber outside. Not surprisingly, Biollante's temples are found in wild places. In farming communities, there is usually a simple shrine dedicated to the goddess, constructed of natural plant material, and often adorned with flowers and fruit, all of it grown by the communities. When the flowers and fruit remains healthy looking for a long time, it is viewed as a sign the goddess's favor is upon the village.

Biollante's priesthood has strong ties with the followers of the Triad, particularly those who follow Battra. There is little contact between Gamera and Biollante's priesthoods, for they are too different in nature to have much mingling.

Like the gods they serve, Biollante and Godzilla's followers rarely if ever see eye to eye. Open conflict between the two sects is regular, and often quite dramatic in scale. Such conflicts often are left un-resolved; usually both sides take so many casualties they both are forced to retreat. Biollante has little to do with Kiryu or his followers, because she rarely threatens civilized areas. While Biollante's priesthood respects Rodan's followers for their desire to preserve freedom and chaos, they almost never cooperate on any ventures, again due to the completely different values they hold.

Among the evil gods and their followers, Biollante and her following often come into conflict with Desghidorah, Destoroyah, Legion and SpaceGodzilla. Both Desghidorah and Destoroyah and their followers both cause considerable damage to the natural world, which Biollante's priests are sworn to protect. The conflict with Legion comes not from her destruction of the natural world, but her enslavement of it. Biollante's followers find Legion and her practice of corrupting natural creatures into serving the swarm particularly abhorrent, and often seek out and destroy any nests of Legion creatures they can find. Conflicts with SpaceGodzilla are often attributed to sibling rivalry, and conflicts with SpaceGodzilla, Biollante and Godzilla worshipers are common when they collide with each other. While Biollante's followers dislike the other evil gods and their worshipers, they rarely are given cause to seek out and destroy them, so conflicts are few and far between. Colossal Magical Beast (Aquatic, Chaotic, Evil, Lesser God, Water)

Hit Dice: 50d10+900 (1175 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft. Swim 100 ft., Fly 60 ft. (poor) Armor Class: 51 (+20 natural, +15 deflection, +22 divine (profane), +2 Dex, -8 Size), Touch 31, Flatt-footed 49 Base Attack/Grapple: +50/+81 Attacks: Bite +58 melee (4d6+15) Full Attack: Bite +58 melee (4d6+15 19-20/X2), 2 claws +56 melee (2d8+7) Space/Reach: 45 ft./15 ft. Special Attacks: Breath Weapon, Shoulder Cannons, Crimson Sickle, Improved Grapple, Spawn Barem, Barem Cyclone Special Qualities: Divine Qualities, Amphibious, Poisonous Flesh, Blindsight, Energy Resistance (Acid, Cold, Fire, Sonic), Fast Healing 4, SR 62 Saves: Fort +45, Ref +29, Will +17 Abilities: Str 40, Dex 14, Con 47, Int 3, Wis 12, Cha 45 Skills: Jump +28, Listen +16, Spot +17, Swim +28 Feats: Alertness, Blind-Fight, Diehard, Dodge, Endurance, Flyby Attack, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Critical (Bite), Mobility, Multiattack, Power Attack, Run, Spring Attack, Weapon Focus (Bite, Claw) Environment: Any warm ocean or land Organization: Unique Challenge Rating:52 Treasure: None Alignment: Always Chaotic Evil Advancement: - Domains: Chaos, Evil, Protection, Toxic, Water Holy Symbol: An ocean vista with blood-red water. Dagarha is a foul, corrupted beast, which feeds on the poisons produced by life. Legends tell that he once was a guardian, purging the world of poison and cleansing it within himself. However, after years of consuming poison and filth, it began to corrupt the once peaceful god into a mad destroyer, until he cold no longer recognize friend from foe. Centuries of poison have tainted his mind, making him a mockery of what he once was. It is truly a sad fate for one who was once so noble.

Dagarha's body is long and reptilian, like that of a marine iguana. His head is blunt, with five jagged horns protruding from the back, and a multitude of sword-like teeth protruding from his bulldog like jaws. A great pair of wings, which form a cape of sorts, which reaches from his shoulders to his hind legs. Each one possesses a large conical projection just above the shoulder, which can open to fire a deadly volley of bariums, toxic sea stars produced from his venomous diet. Dagarha wreaks of decaying fish and sewage.

Those clerics that worship Dagarha can chose from the following domains: Chaos, Evil, Protection, Toxic and Water. His favored weapon is the shuriken. Combat:

Dagarha delights in combat, driven by the pain that constantly wracks his body. When engaging his foes, he prefers to fight while in the water, where he has a distinct advantage. While on land, he is clumsy and awkward, but while in the water, he movements could almost be considered beautiful. He prefers to engage foes with his breath weapon, shoulder cannons and crimson sickle. If forced into close combat, he prefers to bite his foes, then drag them underwater to drown. As a last resort, he will utilize his barium cyclone, but prefers to reserve it for truly dire straights.

Dagarha's natural weapons are considered Chaotic, Epic and Evil for overcoming damage reduction. Dagarha can use all of his special attacks while underwater.

Breath Weapon (Su): As a standard action once every 1d4 rounds, Dagarha can fire a twisting blast of red and black energy from his mouth. This attack takes the form of a line 300 ft. long and 10 ft .wide. All creatures caught in the path take 15d6 points of electrical damage. A successful reflex save (DC 53) reduces the damage by half. This DC is constitution based.

Shoulder Cannons (Ex): Once every 1d4 rounds as a standard action, Dagarha can fire his shoulder cannons at any creature within 500 ft. If he hits, the creature is struck with 5d4 barems, which immediately can use their superior grapple ability to grasp onto the creature. Creatures hit also take 3d4 points of bludgeoning damage from the impact. Barems fired in this manner die after three rounds.

Crimson Sickle (Su): Once every 2d4 rounds as a full round action, Dagarha can fire a spinning, crescent blade of energy by spinning in place. To hit, he must make a ranged touch attack. If the attack connects, the target suffers 20d6 points of slashing/fire damage. This attack has a range of 500 ft.

Improved Grapple (Ex): To use this ability, Dagarha must hit with his bite attack.

Spawn Barem (Ex): Once every other round as a free action, Dagarha can release 2d6, 4-HD bariums from his body. These bariums are under Dagarha's direct control, and can move and act on the same round they are spawned. Dagarha can only use this power when he is completely immersed in polluted water, or whenever he is subjected to a poison based attack.

Barem Cyclone (Su): As a full round action once per hour, Dagarha can generate a massive cyclone from his body. This cyclone is 45ft in diameter at the base, 270 ft .in diameter at the top, and 540ft tall. The cyclone lasts for 3d4 rounds, and Dagarha can move up half his normal speed while generating the cyclone. If he moves into a threatened square, he does not provoke an attack of opportunity. Any creature whose space falls within the area of the cyclone is caught up in the twister's winds.

All creatures caught in the cyclone must make a successful Reflex save (DC 50), or suffer 5d6 points of damage. The creature must then make a second save at the same DC or be swept up into the cyclone. Creatures swept up into the cyclone automatically take 5d6 points of damage per round. Creatures that can fly can attempt a Reflex save (DC 50) to escape the cyclone, though they still take damage for the round. The DC is Strength based.

Creatures caught in Dagarha's cyclone can't move except to wherever the god moves and or to attempt to escape the cyclone. Creatures caught in the maelstrom can attempt to perform any normal action, but must make a concentration check (DC 15 + spell level) to cast any spell. Creatures caught in the cyclone suffer a -4 penalty to Dexterity and a -2 penalty on attack rolls. Dagarha can only trap as many creatures in the whirlwind as will fit in the whirlwind's volume.

Dagarha can voluntarily eject any creature caught in the cyclone at any time, depositing them wherever the cyclone happens to be.

If the cyclone is in contact with the water, it generates a water cone. All creatures caught in the maelstrom must also check for drowning while caught, and all creatures within twenty feet of the cone that are in contact with the water must make a successful swim check (DC 35), or be pulled into the cyclone.

Once the creature escapes, is ejected, or the cyclone ends, it is automatically grappled by a maximum number of barems for its size. Amphibious (Ex): Dagarha can survive out of the water for a number of hours equal to its constitution modifier. After that time, he begins to drown.

Poison Flesh (Ex): Dagarha's flesh and blood are all highly toxic from the centuries of consuming pollution and filth. Whenever Dagarha suffers piercing or slashing damage in melee, a bit of his poisonous blood sprays out onto the creature striking him. This blood acts more like a disease than a normal poison, requiring an additional save every minute or the creature suffers secondary damage again. This continues until the victim receives a neutralize poison or an equivalent spell, or she dies.

Tainted blood: Contact, Fortitude DC 53, Initial damage 2d6 Con, Secondary damage 1d8 Con. This save DC is Constitution-based.

Fast Healing (Ex): This ability only functions while Dagarha is immersed in water.

Dagahra's Worship and Worshipers

Dagarha is a widely reviled, hated and loathed deity. Few people would ever consider worshiping this fallen guardian. Truthfully, because he is so heavily tied to the ocean's water, most people who live inland don't even know of his existence.

For those who live in or near the water, Dagarha is less easily forgotten. In fact, most would rather not even give him a second thought, and were it not for the presence of his spawn, the bariums, those who near the ocean could forget him. However, his occasional raid on an ocean side community, or a sudden outbreak of bariums keeps him fresh in the minds of the populace.

For all of his loathsome qualities, some people do worship him. Many sailors and other people who make their lives living off the ocean pray to him, but usually ask for him to allow them to go about their business in peace. For some reason, these prayers seem to work, for so long as to much poison and filth isn't dumped into the water, Dagarha seems to let those in his waters be. However, should a community start to pollute, Dagarha's displeasure is made clear by a sudden outbreak of bariums. Though thoroughly corrupted, Dagarha still seems to cling to some part of his old nature, and seeks to protect the oceans, though this protection usually takes the form of genocide on humanoid communities that dump to many pollutants into his water.

Dagarha's true worshipers are few and far between. His toxic and deranged nature makes him unapproachable by almost any sane creature, though this does not stop humanoids from praying to him. Yet, the numbers are pitifully small compared to those of the other gods. His formal worshipers are often bloodthirsty and deranged from the various poisons that they constantly brew. Most of his worshipers regard him as the lord of poisons, and see making new and deadly toxins as a sign of devotion. These madmen are thankfully rare, though they can cause considerable damage when provoked, releasing a torrent of venomous concoctions upon their enemies.

Dagarha's more mundane worshipers are still no less dangerous. Most of these men and women are pirates, who follow a tainted version of Dagarha's own nature. These pirate communities seek to protect the oceans from pollution, though their methods are far from savory. They will often descend upon a village that is "abusing the privilege of using lord Dagarha's oceans," and slaughter every man, woman and child within, then burn it to the ground. They will often leave dried bariums behind as a warning to any others who would abuse the oceans. Ships that dump too much waste into the water also risk drawing the ire of these deranged sailors, who will descend upon the ship, sink it, and leave the crew for the sharks.

Among the land dwelling humanoids, humans almost exclusively worship Dagarha, though he has a small following among the elves.

Many oceanic creatures revere Dagarha, though it is a reverence of fear, not love. Aquatic elves pay him homage, but generally don't worship him. The aquatic elves mortal enemies, the sahuagin, on the other hand, are vehement worshipers of Dagarha, thought hey often follow his more venomous aspect, rather than his fallen guardian nature. Merfolk and tritons of evil nature also worship Dagarha, though they are often outcasts in their respective societies. Yet, his most powerful and devoted worshipers are the krakens, which see him as the ocean protector that he once was, and who often lend him their aid when attacking ocean side villages. Though barely intelligent himself, Dagarha seems willing to accept the kraken's aid, for now. Dagarha's priests often wear sea foam blue robes that have been smeared with blood. This ghastly regalia is seen among Dagarha's worshipers as a symbol of the god's transformation, from a benign guardian to a ferocious fighter for the world's oceans. Dagarha's blood has been tainted by those who he sought to protect, and now it's the world's turn to bleed. Many of his worshipers are familiar with shurikens, an often craft them to resemble Dagarha's bariums. Such throwing stars are often poisoned.

Dagarha has little contact with the other gods. Among the good gods, Leo is the only one who seems to bear Dagarha a significant grudge, and can be found destroying shoals of bariums whenever they appear. Though Battra finds Dagarha's methods distasteful, she respects him for his devotion to protecting the water, though she is perfectly willing to aid Leo in destroying Barium outbreaks. Biollante finds Dagarha unclean, but is willing to look the other way, unless he ventures into her forests. Mothra and Gamera are also disinterested in Dagarha, unless he also threatens their worshipers.

The neutral gods have little to do with Dagarha, though Godzilla and Dagarha have occasionally clashed when the two have met, though most chalk it up to the typical kaiju aggression, rather than anything significant.

The other evil gods consider Dagarha beneath notice, and are content to ignore him. This seems to suit Dagarha fine. Colossal Dragon (Evil, Fire, Intermediate god)

Hit Dice: 57d12+1140 (1510 hp) Initiative: +3 (-1 Dex, +4 Improved Initiative) Speed: 30 ft., Fly (poor) 100 ft. Armor Class: 61 (+30 natural, +15 deflection, +15 divine (profane), -8 Size, -1 Dex), Touch 31, flat-footed 61 Base Attack/Grapple: +57/+90 Attacks: 3 Bites +67 melee (4d6+17/ 18-20) Full Attack: 3 Bites +67 melee (4d6+17/ 18-20), 2 stomps +61 melee (4d4+8) Space/Reach: 40 ft./30 ft. Special Attacks: Breath Weapon, Energized Attacks, Improved Grapple, Swallow Whole, Energy Drain, Windstorm, Burning Shockwave, Trample Special Qualities: Divine Qualities, Drink Life, Multiple attacks, Energy Resistance (Cold, Electrical, Force, Sonic) 50, Fire and Negative-energy Immunity, Cold Vulnerability, Undead Friend, No Breath, SR 79 Saves: Fort +52, Ref +31, Will +34 Abilities: Str 45, Dex 8, Con 50, Int 3, Wis 15, Cha 49 Skills: Intimidate +64, Jump +62, Listen +49, Spot +49 Feats: Ability Focus (Breath weapon, Energy drain) Alertness, Awesome Blow, Blind-Fight, Cleave, Diehard, Endurance, Flyby Attack, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Run, Weapon Focus (Bite), Wingover Climate/Terrain: Any Land or Outer Space Organization: Solitary Challenge Rating:59 Treasure: None Alignment: Always Neutral Evil Advancement: - Domains: Death, Destruction, Evil, Fire, Magic A Holy Symbol: dragon's skull surrounded by flames Desghidorah is an anomaly among the evil gods, for while he is cruel, vicious and thoroughly evil, his existence seems more focused towards creating entropy and death than he is in causing suffering to the intelligent races. If there were a death god among the kaiju gods, it would be Desghidorah, for his mere existence drains the life from the land, and brings an end to existence.

Desghidorah resembles a massive dragon, with black scales that resembled cracked magma, large, trunk-like legs, and three massive heads. A pair of huge, fierce looking wings extends from his back, and gives the god the ability to fly, though the flight is far from graceful.

Clerics devoted to Desghidorah can chose from the following domains: Death, Destruction, Evil, Fire and Magic. His favored weapon is the scythe.

Combat: Desghidorah revels in combat, preferring to meet his foes head on, bombarding them with his breath weapons and burning shockwaves, before closing into melee combat. He makes abundant use of his feats, especially improved bull- rush, power attack and awesome blow. Like a hydra, Desghidorah can attack with all three heads in one round, without the need to take a full attack action.

Breath weapon (Su): Desghidorah has two breath weapons, either one usable once every 1d4 rounds from each head. He can either breathe a line of fire 300 ft. long and 10 ft. in diameter, or a cone of fire 150 ft. long. Creatures caught in either attack take 15d8 points of damage. Half of the damage inflicted is fire damage, while the other half is negative- energy damage, and therefore not subject to energy resistance. A successful Reflex save (DC 60) reduces the damage to half. The save is Con based.

Undead are healed for an amount equal to the negative energy damage taken.

Energized Attacks (Su): Once every turn for 1d4+1 rounds as a free action, Desghidorah can charge his body with electrical energy. While charged, his melee attacks inflict an additional 3d6 points of electrical damage.

Also, as long has he is charged, any creature that grapples him, or strikes him with a natural or metallic weapon, takes 3d6 points of electrical damage.

Improved Grapple (Ex): If Desghidorah hits a foe in melee with a bite attack, he can start a grapple without provoking an attack of opportunity. If he wins the grapple check, he latches on with the head that scored the hit. On subsequent rounds, he gains a +5 circumstantial bonus on further grapple checks to attach his other heads.

If he maintains his hold for more than one round, he deals bite damage for each head attached and can use his energy drain attack. Against huge or smaller opponents, he can also attempt to swallow the creature.

Swallow Whole (Ex): Desghidorah can attempt to swallow a foe of huge size or smaller my making a successful grapple check on the round after he established a hold.

The swallowed creature takes 3d6 points of bludgeoning damage, 3d6 points of fire damage, and gains one negative level for every round she is stuck in Desghidorah's gizzard. A swallowed creature can attempt to cut her way out by inflicting 50 points of damage to the stomach wall (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Desghidorah's gut can hold 2 huge, 8 large, 32 medium or 128 small or smaller opponents.

Energy Drain (Su): On any round that Desghidorah maintains a grapple on a foe, that creature automatically gains two negative levels. Creatures swallowed by Desghidorah also gain a negative level for each round they remain trapped. The DC is 59 for the Fortitude save to remove a negative level. For each negative level he inflicts, Desghidorah gains 5 temporary hit points.

Windstorm (Ex): By flapping his wings as a standard action, Desghidorah can create a powerful blast of wind. This wind fills a 100 ft. long cone. All flames within the cone are extinguished. All ranged attacks are impossible in this windstorm (except siege weapons or the ranged attacks of other kaiju, which take a -8 penalty to attack). Listen checks are impossible. Creatures of Medium size or smaller on the ground are blown back 1d4x10 ft. and take 1d4 points of non-lethal damage per ten feet traveled. Flying creatures of Medium size or smaller are blown back 2d6x10 ft. and take 2d6 points of non-lethal damage. Creatures of Large size on the ground are knocked prone, while flying creatures of Large size are blown back 1d6x10 ft. Flying creatures of Huge size are blown back 1d6x5 ft.

Burning Shockwave (Su): As a standard action once every 1d4 rounds, Desghidorah can rise up and slam his forelegs down, sending out localized tremors and waves of energy. All creatures standing on the ground within 100 ft. of the god must make a two Reflex saves, (DC 55 each). If the creature fails the first save, they fall prone. If the creature fails the second save, it takes 6d6 points of fire damage. A successful Reflex save reduces the damage by half.

Structures within the area take 4d6 points of damage, in addition to the fire damage.

Trample (Ex): As a standard action during his turn each round, Desghidorah can run over opponents of Gargantuan size or smaller, merely by moving over them. The trample deals 4d12+17 points of damage. Trampled opponents can attempt attacks of opportunity, but incur a -4 penalty. If they do not make attacks of opportunity, trampled creatures can make a Reflex save (DC 55) for half damage.

Drink Life (Su): As an embodiment of entropy and death, Desghidorah constantly radiates an aura of negative energy. All creatures within 600 ft. of the god are incapable of regaining hit points by any means, including divine magic. If the creature has fast healing or regeneration, it loses uthat q ality while within this aura. Desghidorah is immune to the effects of his own aura.

As a full round action once every hour, Desghidorah can focus this negative energy into a burst of negative life energy, sapping the vitality from all plant life within 200 ft. of the god, inflicting 20d6 points of damage on all plants and plant type monsters. After using this attack, Desghidorah regains 10d6 hit points.

Undead within the aura gain fast healing 2, or if they already have fast healing, the value increases by two. If undead are within the aura when Desghidorah uses it to consume plant-life, they regain the same number of hit points as the god.

Multiple Attacks (Ex): Desghidorah can attack with all three of his heads as part of a normal attack action. Each head can substitute a bite attack for a breath weapon attack, and each is independent of the others for the lag between uses of the breath attack.

Undead Friend (Ex): Because of his association with negative life energy, Desghidorah is one of the only Kaiju gods that has any influence over undead. No undead creature can ever willingly attack Desghidorah, and all undead within his Drink Life aura are treated as Charmed by the god. There is no saving throw against this ability. Desghidorah is accompanied by 4d12x10 HD worth of undead at any time.

Vulnerability (Ex): Because of his connection to negative energy and death, Desghidorah is treated as undead for the effects of negative and positive energy, such as the cure and inflict wounds spells.

No Breath (Ex): Desghidorah does not need to breath, and is immune to gas based attacks that require a Fortitude saving throw. He can also exist in an airless environment, such as outer space, with no penalty.

Desghidorah's Worship and Worshipers

Desghidorah is a feared, reviled and often hated deity, and is often called the Soul Eater. Because of his nature as a vessel of pure entropy, he is feared as the death bringer that he is. Even his brother King Ghidorah has more worship that him, for people can relate to terror and fear, and therefore comprehend them better than entropy. Few beings wish to think of their end, let alone the end of all life, and therefore they prefer not to think about Desghidorah. But, despite all that, Desghidorah does have worshipers.

Desghidorah's most abundant worshipers are necromancers, as well as sorcerers, clerics and druids who are obsessed with death energy and entopic forces. These death magic wielders are some of the best at what they do, and what they do is used the forces of negative energy to wither and corrode all life around them. Unlike the evil magic users devoted to the other dark gods, the servants of the Soul Eater care not who they target, be they the servants of the good, neutral or evil gods. Desghidorah's sect has exterminated Triad monasteries and Legion hives, for destruction and entropy have no friends, and pander to no needs other than that of death.

Other creatures that ally themselves with Desghidorah are the undead. Because Desghidorah is a vessel of negative energy, he draws in undead from all across the planet. Many powerful, self willed undead worship him, and many of his mortal worshipers seek out means to become undead themselves, often transforming themselves into ghosts, liches and vampires.

Because fire is often a tool for destruction, and because it is an element associated with the god himself, many evil fire creatures are also allies of the Soul Eater. Red dragons, evil fire elementals, and salamanders.

Desghidorah's sect seems to have no truly coherent goal, other than the spread of death and entropy. Wherever a new town is built, they seek to destroy it. Whenever a new life is born, they try to slay an old one. Though they seem to revel in increasing the rate of death, they do not appear to want to exterminate all life, for without any life, death could not happen. Because of this, Desghidorah's worshipers have been known to assist the agents of the other gods when a force that could exterminate too much life threatens the planet. Though their motives seem good, they are merely for the selfish desire to continue killing and bringing entropy to the world.

Desghidorah priests and worshipers often wear black clothing highlighted with red, and are known to wear animal skulls that have been blackened by fire as symbols of their dread master's will.

Desghidorah has no allies among the gods, but he doesn't really have any enemies either. The only gods who actively dislike him are the gods of good, and even then, not as much as they seem to hate the other evil gods. Desghidorah's actions are too unfocused by the standards of the other gods to warrant them devoting to much energy to him. While Desghidorah is not unfocused on his goals, his targets are seemingly random, so the other gods devote less energy to him and more energy towards those actively trying to destroy them. Whether this is merely a diversionary tactic on Desghidorah's part, none can say. Colossal Magical Beast (Evil, Intermediate God, Shapechanger)

Hit Dice: 64d10+1088 (1440 hp) Initiative: +4 (Improved Initiative) Speed: 30 ft., Fly 100 ft. (poor) Armor Class: 33 (+22 natural, +15 deflection, +25 divine (profane), -8 size), Touch 42, Flat-footed 64 Base Attack/Grapple: +64 /+102 Attacks: Claw +79 melee (3d6+22) Full Attack: 2 Claws +79 melee (3d6+22), Bite +77 melee (4d6+11), Tail Claw + 73 melee (2d6+11) Space/Reach: 60 ft./30 ft. or 100 ft. (tail claw) Special Attacks: Oxygen Destroyer, Horn Cutter, Improved Grab, Trample, Suffocating Presence Special Qualities: Divine qualities, Energy Resistance (Acid, Sonic, Electricity, Radiation) 50, Aggregate Form, Cold vulnerability, SR 68 Saves: Fort +53, Ref +36, Will +24 Abilities: Str 54, Dex 10, Con 45, Int 3, Wis 12, Cha 45 Skills: Intimidate +33, Listen +17, Spot +18, Survival +17 Feats: Ability focus (oxygen destroyer), awesome blow, blind-fight, cleave, diehard, endurance, flyby attack, great cleave, great fortitude, hover, improved bull rush, improved critical (claw), improved initiative, improved overrun, improved sunder, iron will, lightning reflexes, multiattack, power attack, weapon focus (bite, claw) Environment: Any warm land Organization: Unique Challenge Rating:66 Treasure: None Alignment: Always Neutral Evil Advancement: - Domains: Destruction, Evil, Hate, Strength, War Holy Symbol: A glass cylinder with a silver sphere in the center Destoroyah is one of the most vicious gods in existence. Unlike most of the other gods, Destoroyah's only motivation in his existence seems to be a seething hatred for all other things, be they living or dead. When he appears, he destroys everything in his path with sadistic glee, taking time to cause as much fear and despair as possible in his victims. Were he human, Destoroyah would probably be considered insane. Yet, such a definition can not be attached to an entity of such primal and ancient a nature.

Destoroyah's primary form is that of a massive humanoid that combines the features of a reptile and a crustacean. His body has a thick carapace, with reptilian scales covering the sections that are not armored. His hands and feet are cloven, and his long tail ends in a crab-like pincer. His head has a large crest, and he sports a long horn from his forehead. A pare of massive wings sprout from his back, and despite his massive size, grant him the power of flight, even if its far from graceful. Destoroyah stands over 300 ft. tall and weighs over 80,000 tons.

Clerics debased enough to worship Destoroyah can chose from the following domains: Destruction, Evil, Hate, Strength, War. His favored weapon is the greatsword.

Combat: Destoroyah is a god that even the other gods fear. He is ruthless, relentless and more belligerent than any of the other gods. When it comes down to sheer brute strength, few creatures can stand in Destoroyah's way. When opening combat, Destoroyah relies heavily on his Oxygen Destroyer and Horn Cutter until he can close in on his opponent and begin to tear at them with his claws and fangs. Destoroyah seems to enjoy toying with his foes, so as to prolong their suffering, and once melee has been joined, will use his claws and teeth preferentially to his oxygen destroyer and horn cutter. While he's not particularly intelligent, he is a cruel and crafty opponent.

Destoroyah's natural weapons are considered Epic and Evil for overcoming damage reduction.

Oxygen Destroyer (Su): Once every 1d4 rounds as a standard action, Destoroyah can fire a blast of anti-oxygen from his mouth. This attack forms a line 300 ft. long and 10 ft. wide. All creatures in the stream's path take 16d8 points of disintegration damage. A successf ul reflex save (DC 72) reduces the damage to half. This save is Constitution based. Any creature reduced to -10 hit points by this attack is completely disintegrated, and can only be revived by a Miracle, True Resurrection or Wish spell.

Horn Cutter (Su): Once every 1d4 rounds as a standard action, Destoroyah can create a beam of force from his horn, and use it to attack any creature within 300 ft. To hit with this attack Destoroyah must make a ranged touch attack with a +2 bonus to hit. Should he connect, the beam deals 15d6 points of slashing damage. Because the beam disrupts the body when it hits, this damage is not susceptible to damage reduction.

Improved Grab (Ex): To use this ability, Destoroyah must hit his opponent with his tail.

Trample (Ex): As a standard action during its turn each round, Destoroyah can run over an opponent of Gargantuan size or smaller. Destoroyah merely has to move over the opponent.

The trample deals 4d12+11 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a -4 penalty. If the opponent does not make an attack of opportunity, she can attempt to make a Reflex save (DC 67) for half damage. The DC is strength based.

Suffocating Presence (Ex): Destoroyah's very presence causes the oxygen in the air to be destroyed, making it harder for living beings to survive in his presence. All creatures within 500ft. of Destoroyah that breathe become fatigued after five rounds. After another five rounds, the character becomes exhausted. Should she remain in Destoroyah's aura for another five rounds, the character begins to suffocate (treat as drowning). This affect only applies if the victim takes more than one standard or move-equivalent action per round. For every round that the victim takes no other action but catching her breath, reduce the round count by 1. Should the count drop below the number of rounds for an effect, that effect vanishes. For example, if a character performs a full rounds worth of actions for six rounds, she becomes fatigued. If she stops and does nothing for 2 rounds, she is no longer fatigued, but if she performs another full round of actions, she will become fatigued again.

Aggregate Form (Su): Once per turn as a full round action, Destoroyah can break down into a swarm of 2d4+6 aggregate Destoroyah. He can remain in this form indefinitely, or return to his giga form as a full round action by bringing all of the living aggregates together. Those aggregates killed turn to dust. When he returns to his giga form, he regains 3d6 hit points.

Cold Vulnerability (Ex): Cold based attacks deal 150% damage to Destoroyah.

Destoroyah's Worship and Worshipers

Destoroyah is often called the god of hate, which is an apt metaphor. Destoroyah hates all things, but he hates life in particular. He is savage, brutal and monstrous, as are his followers.

Destoroyah has few informal worshipers. His nature does not lend itself to informal worship, for he demands too much emotion from his followers to allow for casual worship.

Destoroyah's formal worshipers are a savage lot. Deranged at their best, and homicidal at their worst, Destoroyah's followers are a brutal, emotional and savage bunch, committing murder, rape and pillage all in the name of satisfying their lord's hate. These men and women tend to be misogynistic/feministic, racists and bigots. The only overriding emotion prevalent in all of their natures is an overwhelming devotion to the emotion of hatred. Even then, there are very few of them. Many philosophers often state that Destoroyah feeds on the hate and misery his followers cause, rather than just their worship. If this is indeed the case, Destoroyah may draw his power not just from the hatred of his followers, but of all living creatures on the face of the planet. This is a disturbing thought to say the least.

Barbarians, fighters and rangers make up the majority of Destoroyah's worshipers, though he does have a small following of evil wizards, bards and rouges. Assassins are rare, but often chose a single group, and target them with ruthless abandon. Blackguards are slightly more common, but not by much.

Destoroyah's clerics are a vicious lot, fanning the fires of hate and rage in his other followers until they explode in an orgy of rage and spite, slaughtering and destroying everything in their paths. These bloodthirsty priests are just as fond of venting their hate as their followers, and often can be found on the front lines, hacking at their opponents with their saw- toothed greatswords.

Humans make up the majority of Destoroyah's worshipers, for they are know for their racial intolerance and quick judgments. Elves and dwarves vie for second place, as the elf's elitism and the dwarves isolationistic ways can both quickly lead to burning hate in only a few steps. Among the savage humanoids, Destoroyah is a popular deity, as his very nature lends justification to the wanton destruction of all things.

Destoroyah's clerics prefer plate armor, often tinted the color of blood. Armor spikes are favored, and such armor is often enchanted to make it stronger. Clerics often wield massive, wickedly serrated greatswords, which are meant to represent the horn of their master.

Destoroyah has few formal temples. When his followers gather, its usually in a secluded glen in the woods, or around small, shrines constructed of bone in the more desolate reaches of the planet. Often these places are surrounded with crude scaffolding, from which Destoroyah's debase worshipers hang captives to be tortured in the name of their god.

Destoroyah's relationship with the other gods is not surprising: he hates the lot of them. He despises all of the gods of good with a passion, and would love to tear them apart with his claws.

He hates all of the neutral gods, but bears a particular enmity towards Godzilla. The two gods have clashed in the past, and Destoroyah has usually been forced to retreat from such conflicts.

Among the evil gods, Destoroyah seems to hate Iris the most. The calm, emotionless nature of the Assassin infuriates the god of hate, and the fact that Iris's followers are often the ones approached for quests of vengeance infuriates him to no end. Destoroyah also despises Legion, for she smothers all emotion, which Destoroyah cannot live without. Legion actively avoids conflicts with the more powerful Destoroyah, but should a battle between the two ever occur, Legion might lose more than the fight. Huge Magical Beast (Evil, Intermediate God, Shapechanger)

Hit Dice: 25d10+250 (387 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft. Armor Class: 27 (+7 natural, +3 deflection, +7 divine (profane), +2 dex, -2 size), Touch 20, Flat-footed 25 Base Attack/Grapple: +25/+43 Attacks: Claw +34 melee (1d6+10) Full Attack: 2 Claws +34 melee (d6+10), Bite +31 melee (1d8+6+oxygen destroyer), Tail Claw + 31 melee (1d6+5) Space/Reach: 15 ft./15 ft. Special Attacks: Oxygen Destroyer, Improved Grab, Hive Mind Special Qualities: Divine qualities, Energy Resistance (Acid, Sonic, Electricity, Radiation) 50, Aggregate Form, Cold vulnerability, SR 68 Saves: Fort +26, Ref +16, Will +9 Abilities: Str 30, Dex 15, Con 30, Int 3, Wis 12, Cha 45 Skills: Intimidate +33, Listen +17, Spot +18, Survival +17 Feats: Blind-fight, cleave, endurance, great fortitude, improved bull rush, improved initiative, multiattack, power attack, weapon focus (claw) Environment: Any warm land Organization: Swarm (2d4+6) Challenge Rating:26 Treasure: None Alignment: Always Neutral Evil Advancement: - Domains: Destruction, Evil, Hate, Strength, War Holy Symbol: A glass cylinder with a silver sphere in the center In battle, Destoroyah can break down into a swarm of smaller creatures, called Destoroyah aggregates. While in this form, he loses the power of his giga form, but gains improved mobility and the capacity to attack many smaller foes at once.

While in aggregate form, Destroyah's appearance changes from a giant biped to a collection of smaller, spider/crab like creatures. These spider/crabs have a pair of large forelimbs, which bear jagged claws. Their long tails still end in a pincer, which loses none of its potency as a snare. The body becomes a large, egg-like structure, from which the legs jut. A long, trunk of a neck supports the creature's head, a hideous affair with an extendable jaw trunk and a large head plate.

Combat:

When in his aggregate form, Destoroyah will generally attempt to move in with as many of his bodies as possible, grapple his opponent, and tear them apart. He will often bite grappled opponents, injecting them with anti-oxygen, thus corroding them from within.

Oxygen Destroyer (Su): As a standard action, Destoroyah's aggregate form can breath a stream of anti-oxygen once every 1d4 rounds. This stream takes the form of a 100ft long line that's five feet in diameter. All creatures caught in the line take 5d6 points of disintegration damage. A successful reflex save (DC 32) reduces the damage to half. This save is Constitution based. Any creature reduced to -10 hit points by this attack is completely disintegrated, and can only be revived by a Miracle, True Resurrection or Wish spell.

Destoroyah can also inject anti-oxygen with a successful grapple check after biting his foe. If he successfully injects the anti-oxygen, his opponent takes 3d6 points of disintegration damage each round for 1d6 rounds. Like with his breath weapon, any creature reduced to -10 hit points by this attack is completely disintegrated, and can only be revived by a Miracle, True Resurrection or Wish spell. A successful fortitude save (DC 32) negates the damage for that round.

Improved Grab (Ex): To use this ability, Destoroyah must hit an opponent with either his tail or claw attack.

Hive Mind (Su): All Destoroyah aggregates are constantly in mental contact with each other. They all share the same sensory input and mind. No member of the swarm is considered surprised, flat-footed, or flanked unless they all are.

Aggregate form (Su): Once per turn as a full round action, Destoroyah can break down into a swarm of 2d4+6 aggregate Destoroyah. He can remain in this form indefinitely, or return to his giga form as a full round action by bringing all of the living aggregates together. Those aggregates killed turn to dust. When he returns to his giga form, he regains 3d6 hit points. Colossal Dragon (Fire, Good, Intermediate God)

Hit Dice: 56d12+869 (1260hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft., Burrow 20 ft., Fly 120 ft. (poor) or 90 ft. (good), Swim 60 ft. AC: 59 (+22 Natural, +16 Deflection, +17 Divine (sacred), +2 Dex, -8 size), Touch 37, Flat-footed 57 Base Attack/Grapple: +56/+89 Attack: Bite +66 melee (4d6+17/19-20, X3) or elbow claw +65 melee (3d6+17/18-20) or Slam +66 melee (4d8+17+5d6 fire) [saucer form only] Full Attack: Bite +66 melee (4d6+17/19-20, X3), 2 claws +63 melee (2d6+8) or 2 elbow claws +65 melee (3d6+17/18-20), 2 claws +60 melee (2d6+8) or Slam +66 melee (4d8+17+5d6 fire) [saucer form only] Space/Reach: 20 ft./35 ft. Special Attacks: Breath weapon, throat tear, elbow claws, fire spin, burning fist, mana cannon Special Qualities: Divine qualities, absorb fire, psychic bond, darkvision 120ft, low-light vision, cold vulnerability, energy resistance (cold, electricity, force, radiation, sonic) 50, no breath, SR 68 Saves: Fort +46, Ref +34, Will +34 Abilities: Str 45, Dex 13, Con 43, Int 4, Wis 15, Cha 45 Skills: Bluff +42, Concentration +41, Intimidate +42, Listen +27, Sense Motive +29, Spot +27, Swim +52* Feats: Ability Focus (Breath weapon), Awesome Blow, Cleave, Diehard, Dodge, Endurance, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Snatch, Spring Attack, Weapon Focus (Bite) Climate/Terrain: Any Land or Ocean Organization: Solitary Challenge Rating:58 Treasure: None Alignment: Always Neutral Good Advancement: - Domains: Fire, Good, Protection, Sun, War Holy Symbol: A claw shaped bead surrounded by flame Gamera is one of the most active gods when it comes to the lives of his followers. Unlike most of the other gods, Gamera seems to take a personal interest in the day-to-day lives of his followers, or at least ensuring that they are safe from the evil gods. Only Legion and Kiryu are more involved in the lives of their followers than Gamera.

Gamera resembles a massive, bipedal snapping turtle, standing over 140 feet tall and an equal length. His mouth has a viscous set of tusks, and bony spines protrude from his elbows. Despite his large size, Gamera is capable of flight in two ways. He can pull his limbs into his shell and project a series of thruster jets from the limb holes, allowing him to spin like a saucer. This mode of flight gives him excellent maneuverability, but lacks speed. Or he can use only his leg and tail sockets, while transforming his arms into ruder-like flippers to aid in maneuvering. This flight form has great speed, but lacks maneuverability (For his saucer form, use the later speed and maneuverability in the movement entry, while his jet form uses the former).

Gamera can communicate telepathically with his mark, and understands draconic, but lacks the verbal apparatus to speak the language.

Clerics who worship Gamera can chose from the following domains: Fire, Good, Protection, Sun and War. His favored weapon is the twin-sword. Clerics that chose the war domain receive proficiency in the longsword.

Combat:

While Gamera isn't the strongest of the gods, he is one of the craftiest. In combat, Gamera seems to almost have a supernatural ability to sense which target is the greatest threat, and take measures to eliminate it. Gamera is highly protective of those who are helpless and of humanoids in particular. By his very nature, Gamera is interested in preserving the safety of his worshipers, particularly his mark, a special individual who, through one of his sacred orihalcon beads, is telepathically linked with him.

When engaging his foes in battle, Gamera prefers to use his breath weapon from a distance to soften his foe up first, and then close in with claw and bite routines. If his foe is airborne, he will typically pursue his foe in his less maneuverable jet form, but will shift to his saucer form to use his fire spin attack if the situation warrants it. Gamera rarely uses his most powerful attack, mana canon, not only because of the strain it puts on him, but also due to the fact that it draws to much energy from the land. However, if he must, he will not hesitate to use this ultimate attack.

Gamera's physical attacks are treated as epic and good for the purpose of overcoming damage reduction.

Breath Weapon (Su): Once every 1d4 rounds as a standard action, Gamera can spit out a blazing plasma fireball. This attack takes the form of a line, 10 ft. by 10 ft. in diameter, and over 300 ft. long. All creatures caught in the line take 15d6 points of damage. Half of the damage is fire damage, while the other half is drawn from divine power, and not affected by energy resistance. Thus, creatures immune to fire still suffer half damage from this attack. A successful reflex save (DC 58) reduces the damage to half.

Unlike a typical line attack, when a creature of huge size or large is caught in its path, the plasma fireball explodes, filling a 100 ft. diameter area. All creatures caught in the blast take 10d6 points of damage. Like with the regular breath weapon, half of the damage is fire based, while the other half is caused by divine power, and not subject to energy resistance. As before a successfl refl u ex save (DC 58), reduces the damage by half. Creatures caught in the line then the blast take damage from both. The saves for this attack are constitution based.

Throat tear (ex): When fighting an enemy in melee, Gamera has an uncanny knack for tearing out his opponent's throat with his tusks. Whenever Gamera scores a successful critical hit with his bite, make a second threat roll. If he succeeds with the second critical, he has torn out his opponent's throat. Unless the creature has the no breath special quality, doesn't need to breath, or doesn't have a throat, it immediately begins to suffocate. This attack only works on creatures of gargantuan size or greater.

Elbow claws (ex): Gamera's elbows contain a pair of retractable claws, which he can deploy at will. Gamera can choose to use these elbow claws in place of his bite attack during an attack or full attack routine. When using his elbow claws in this way, he does not gain the benefits of his Multiattack feat.

Also, if Gamera is grappled by an opponent of gargantuan size or larger, he can make a free attack of opportunity with his elbow claws against his opponent each round, and receives a +10 circumstantial bonus on his opposed grapple checks to escape his opponent's hold. He cannot use his elbow claws in this way when he is grappling an opponent.

Fire spin (Su): While flying in his saucer form, Gamera emits a powerful stream of flame from each of his limb orifices. Any creature within 30 ft. of Gamera's horizontal plane while he is flying automatically takes 5d6 points of damage each round. Gamera can actively attack his opponent while in saucer form as well, making a single slam attack, which deals 4d8+17 points of damage, along with 5d6 points of fire damage.

Burning fist (Su): If Gamera somehow loses one of his arms, and he is subjected to a fire based attack, he can use his absorb fire ability (see below), to channel the flame's energy into the stump of his severed limb. For 1d4+4 rounds after he absorbed the fire energy, Gamera can replace his severed arm with one constructed of pure flame. He can attack with this limb just as he could with his normal arm, but it inflicts damage as the fire attack, not claw damage. Thus, if he absorbed the power of an adult red dragon's breath weapon, the burning fist formed from the dragon's flame would inflict 12d10 points of fire damage whenever he struck with it. In addition, half of the damage inflicted by the burning fist is divine fire damage, and therefore not subjected to energy resistance like normal fire damage.

Mana cannon (Su): Gamera's most powerful attack, this power allows the god to draw in mana energy from all across the planet, which Gamera's body focuses then releases in a powerful stream of raw divine power. This attack requires four full rounds to charge up, during which time Gamera cannot move. On his action on the fourth round, Gamera's plastron opens and an immense stream of raw energy bursts forth. This stream fills a 120 ft. wide, 120 ft. tall and 1000 ft. long line. All creatures and structures within the energy stream take a tremendous 40d12+40 points of damage, half of which is fire damage, while the other half is divine damage, and therefore not subject to energy resistance. In addition, the beam persists for 1d4+1 rounds, inflicting damage each round to all creatures caught in the blast. Any creature reduced to -10 hp by the beam is instantly blasted to cinders and can only be revived by a miracle, true resurrection or wish spell.

Gamera can only use this attack once per year, and is reluctant to do so, for in addition too consuming vast quantities of mana from the planet, for five months after he uses this attack, Gyaos (q.v.) become twice as common as normal. Thus, the Burning Guardian only uses this power in the direst of situations.

Absorb fire (Su): Any fire damage that gets past Gamera's energy resistance is converted into healing energy, recovering 1 hit point for every point of fire damage. Gamera cannot re-grow lost limbs from absorbing fire energy. Any damage that would heal him above his maximum is wasted.

Psychic bond (Su): Gamera can psychically bond to one willing creature, known as his "mark," who possesses one of his orihalcon beads. While psychically bonded to his mark, Gamera can telepathically communicate with the mark, and share his or her senses as if he were standing where the mark is at the time. Additionally, while bonded to a mark, Gamera's strength and dexterity scores rise by four points each, and his breath weapon deals an additional 5d6 points of damage, for a total of 20d6 points of damage for the line, and 15d6 points of damage for the explosion.

While bonded to Gamera, the mark gains close contact with the deity, but must also suffer a price. While bonded to Gamera, the mark's effective hit points rise to one half of Gamera's maximum, but whenever Gamera takes damage in combat, the mark takes 1/10th of the damage instead of the god. Thus, if Gamera were hit in combat for 10 points of damage, he would suffer 9, while his mark would suffer 1. Wounds suffered in this way appear on the mark where Gamera suffered them. If the mark's hit points are healed, Gamera receives the same effective healing, but times ten. Thus, if the mark were to receive a cure light wounds spell, and be healed for 15 points of damage, Gamera would simultaneously be healed for 150 points of damage.

This bond only lasts as long as both Gamera and the mark wish. If either party wills the bond to dissolve, it ends instantly.

No breath (ex): Gamera does not need to breath, and is therefore immune to all gas based attacks. He can also exist in an airless environment, such as underwater, or entombed in stone, indefinitely.

Skills: Gamera receives a +10 racial bonus on all Swim checks. Furthermore, he can always chose to take 10 on any swim related skill check.

Gamera's Worship and Worshipers

Gamera is, after the Triad, the god most concerned with the welfare and safety of his followers. The burning guardian, as he is called, seems to take a special interest in protecting those with good hearts and souls from harm. In particular, Gamera seems to have a soft spot for children of all races, for in them, innocence, clarity and hope are in their purest form, and he treasures those qualities in creatures the most of all. To the burning guardian, protection of the innocent is of ultimate importance.

Among his formal worshipers, those who chose to devote themselves to the protection of the innocent are the most common. Good aligned guards, along with a small number of paladins, make up the bulk of Gamera's combat oriented worshipers. These warriors are particularly interested in the protection of children, the helpless and the downtrodden. They oppose thieves, bullies and tyrants, along with anyone else who seeks to use their own power to force their will upon another. Gamera warriors are often righteous defenders of the innocent, and even paladins devoted to the burning guardian are more concerned with fostering good and protecting the innocent than they are with the law.

Gamera is also worshiped by a fair number of healers, who, rather than taking a martial approach to protecting the innocent, instead devote themselves to ensuring that those in need of assistance receive it. Many Gamera temples act dually as a place of worship and as a shelter for the homeless, runaways and battered men, women and children. Such temples offer such services almost completely free of charge, requiring only small amounts of labor from their charges in exchange for their services. In these temples, the protection of the helpless and the pure goes beyond the need for material compensation. Yet, while the temples offer aid to those in need, they are less forgiving towards those who would abuse their charity, or those in their charge. Many a thief or bully has been blasted to cinders by the priests of these temples for trying to abuse the temple's charity or those in its charge.

Finally, Gamera has a large number of smiths and metal workers as his worshipers, due to his aspect as a fire god. Gamera smiths are among the finest armorers in the world, for armor protects, and there is no greater way to honor the principles of Gamera than to provide protection for those in need.

Among the humanoid races, dwarves and halflings make up the majority of the burning guardian's worshipers. Dwarves, with their affinity for forging and their devotion to their families, are perfect candidates for worshipers of the Burning Guardian, as their desire to protect the honor their families and communities brings them great strength. Halflings, with their love of children, and with a strong sense of unity, which occasionally rivals that of the dwarves, are among Gamera's most fervent worshipers. The fact that halflings resemble human children also lends credence to Gamera's love for them, for they represent the pure and innocent nature that he loves so much, and are often the most blessed of his worshipers.

Gamera, as a deity of protection, has very good relations with the Triad, particularly Mothra and Leo. Though Battra is not quite as fond of Gamera, due to his desire to protect humanoids, she has a fairly strong relationship with the Burning Guardian. Biollante has almost no contact with Gamera, but this is primarily due to his aspect as a fire god, while Biollante is a goddess of plants.

Among the neutral gods, Kiryu and Gamera have the closest thing to a formal alliance. While Gamera is not so impressed with Kiryu's methods, he is in awe of how much Kiryu is interested in protecting the lives of his followers. Most theologians agree that if for some reason these two deities faced a common enemy, they would more than likely join forces to aid each other. Gamera cares little for Rodan, who posses little threat to his followers, and while he dislikes the so-called King of Monsters, Gamera has little interaction with Godzilla, except on the occasion that Godzilla attacks one of the settlements under the protection of the Burning Guardian. While the weaker Gamera knows he could not defeat the King of Monsters in battle, he often attempts to buy his followers time to escape while he keeps Godzilla distracted.

By his very nature, Gamera opposes all of the evil gods, but the gods that he loathes the most are Destoroyah, Iris, Legion and King Ghidorah. Destoroyah and King Ghidorah are on Gamera's list of hated foes because they threaten all life, which Gamera cannot abide. Legion, on the other hand, is an entirely different mater. Gamera values the protection of innocents and the helpless, while Legion crushes these things and forces the minds of those she conquers into her vile swarm, taking away everything that Gamera strives to protect. As for Iris, Gamera's rivalry with the Assassin stems not from a conflict in principles, but one of allies. Iris is allied with the Gyaos, whom Gamera is sworn to destroy at all costs. As such, Iris becomes an enemy of Gamera's by default. In fact, Gamera did not care about Iris until one of Iris's marks ordered the Assassin to kill him. Gamera has never forgotten that fight, and neither has Iris, and the two have been bitter rivals ever since. Colossal (Tall) Dragon (Greater God, Radation)

Hit Dice: 64d12+960 (1376 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares), Swim 40 ft. (8 squares) AC: +64 (+30 Natural, +15 deflection, +16 divine (sacred), +1 Dex, -8 Size), touch +34, flat-footed +63 Base Attack/Grapple: +64/+102 Attack: Tail slam +80 (4d8+22) Full Attack: Tail slam +80 (4d8+22), 2 Claws +78 (2d6+11), Bite +78 (4d6+11) Space/Reach: 20 ft./35 ft. Special Attacks: Trample, Improved grab, Swallow whole, Breath weapon, Augmented Criticals, Shockwave, Nuclear Pulse, Battle Rage, Spiral Fire Special Qualities: Divine Qualities, Darkvision 120ft, Low-light Vision, Energy Resistance (Acid, Cold, Electrical, Fire, Sonic, Radiation) 50, SR 77, Death throes, Fast healing 20, No Breath, Absorb energy, Scent, Radiation Saves: Fort +51, Ref +37, Will +38 Abilities: Str 54, Dex 12, Con 41, Int 2, Wis 15, Cha 45 Skills: Intimidate +51, Listen +37, Spot +37, Survival +36 Feats: Ability focus (Breath weapon, Spiral Fire), Alertness, Awesome Blow, Blind Fight, Cleave, Diehard, Endurance, Great Fortitude, Greater Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Snatch, Weapon Focus (Bite, Claws, Tail Slam) Climate/Terrain: Any Land or Ocean Organization: Solitary Challenge Rating:66 Treasure: None Alignment: Always Neutral Advancement: - Domains: Destruction, Protection, Radiation*, Strength, War Holy Symbol: Image of Godzilla in a sea of flames * New Domain Known as the King of the Monsters, Godzilla is one of the most powerful of all the kaiju gods, and also one of the most well known. Ancient even by the standards of the other Kaiju gods, the King of the Monsters embodies the most primal and destructive forces of nature, nuclear energy and rebirth. The slightest sign that Godzilla is active will send entire cities into panic, and when his bellowing roar is heard, people run about in terror, desperately trying to escape the destruction that follows in this monster's wake.

Godzilla's appearance is vaguely humanoid, standing completely erect. His head is small for his body's size, and vaguely resembles that of a monitor lizard. Godzilla's arms are long enough to give him an effective claw attack, and his mouth is lined with a double row of teeth. The creature's massive tail, which is as long as his body, drags behind him, but can be used to land devastating blows to enemy kaiju or structures that get too close. However, Godzilla's most noticeable features are his dorsal spines. These long, leaf-like protuberances jut out of the kaiju's back in three rows, the central of which is taller than the outer two. The spines begin at the base of the skull, and extend all the way down his back, becoming tallest at the shoulder blade, and ending as the base of the tail, where they become a series of small ridges that reach to the tip of his tail. When using his trademark breath weapon, these dorsal spines glow bright blue, or crimson if he uses his deadly Spiral Fire attack. Godzilla is over 160 ft. long from his face to the tip of his tail, and fills half that dimension in width.

Godzilla is one of the most powerful and primal of the Kaiju-gods, and Clerics that follow Godzilla can choose to access the following domains: Destruction, Radiation, Strength and War. His favored weapon is the short- or long-spear.

Combat:

Godzilla, being destruction personified, aggressively charges into battle. When he engages another kaiju, Godzilla will usually open the battle by using his breath weapon, then charging into melee, where he makes liberal use of his power attack feat and its derivatives. If he is grappled, he uses his energy pulse to throw opponents back. Against non-kaiju, Godzilla will simply use his shock-wave ability to knock them down, and then trample them. Aggressiveness is one of Godzilla's defining traits, as he will continue to advance, even if he is attacked and wounded.

Godzilla's natural weapons are considered epic for the purposes of overcoming damage reduction.

Improved Grab (Ex): To use this ability, Godzilla must hit a huge or smaller opponent with his bite attack. It he hits, he can attempt to swallow the foe.

Swallow Whole (Ex): Godzilla can try to swallow a huge sized or smaller foe by making a successful grapple check. A swallowed creature takes 2d8+19 points of bludgeoning damage, 3d6 points of acid damage and 3d6 points of radiation damage per round in the kaiju's gizzard. A swallowed creature can cut its way out by using claws or a tiny to small sized slashing weapon to deal 50 points of damage to the stomach walls (AC 20). Once the creature exits, muscular action, accompanied by Godzilla's rapid healing factor closes the hole; other captured creatures must cut their own way out.

Godzilla's gut can hold two Huge, four Large, eight Medium-size, sixteen Small, thirty-two Tiny, sixty-four Diminutive or one-hundred-twenty-eight Fine or smaller opponents.

Augmented Criticals (Ex): Using natural attacks, Godzilla threatens a critical on a natural roll of 16-20, dealing triple damage on a successful critical hit.

Trample (Ex): As a standard action during its turn each round, Godzilla can run over an opponent of Gargantuan size or smaller. Godzilla merely has to move over the opponent.

The trample deals 4d12+9 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a -4 penalty. If the opponent does not make an attack of opportunity, she can attempt to make a Reflex save (DC 64) for half damage. The DC is strength based.

Breath Weapon (Su): Once every 1d4 rounds, Godzilla can breathe out a 200-foot long (10ft tall by 10 ft wide) beam of blue, hyper-radiation, dealing 10d6 points of radiation damage to all creatures caught in the beam. Creatures can make a Reflex save (DC 59) for half damage. This save is Constitution based.

Shockwave (Ex): As a standard action, Godzilla can stomp the ground, causing severe localized earth tremors. All creatures standing on the ground within 100 feet of the kaiju must make a Reflex save (DC 64) or fall prone, while structures within the area take 4d6 points of damage. This save is Strength based.

Battle Rage (Ex): Five times per day, at will, Godzilla can fly into a bloodthirsty rage, which lasts for up to 21 rounds. This state is identical to a barbarian's Mighty Rage ability (+8 to Str and Con, +4 moral bonus to Will saves, -2 penalty on AC). Godzilla suffers no ill effects once the rage ends.

While enraged, Godzilla can still use all of his special attacks.

Spiral Fire (Su): Five times per day, but no more than once every 1d4 rounds, Godzilla can breathe out a searing red beam of radiation, similar to his normal breath weapon, but considerably more powerful. This attack takes the form of a line 200-ft long (10 ft. tall by 10 ft. wide), and inflicts 20d6 points of radiation, and 10d6 points of force damage to all creatures caught in the blast. In addition, each dice deals a minimum of 3 points of damage (count 1's or 2's as being 3's). Any creature caught in this attack may make a Reflex save (DC for 59) for half damage. The DC is constitution based.

Any creature killed by this attack is reduced to dust and can only be raised from the dead by a True Resurrection, Miracle or Wish.

Nuclear Pulse (Su): Once every 1d4 rounds, Godzilla can create a wave of radiation, centered on himself and extending 50 feet outwards in a burst. All creatures caught in the burst take 8d6 points of radiation damage, and are thrown backwards 1d8x10 feet, sustaining 1d6 points of damage for every 10 feet traveled. A successful Reflex save (DC 57) reduces the damage to half and prevents the knock back. Creatures grappling with Godzilla when he uses this ability do not get a saving throw. This DC is constitution based.

Absorb Energy (Su): Godzilla absorbs any radiation-based damage that penetrates his energy resistance, and converts it into temporary hit points that last for ten minutes before vanishing.

No Breath (Ex): Godzilla does not need to breath, and is immune to gas based attacks that require a fortitude saving throw. He can also exist in an airless environment, such as underground or underwater with no penalty.

Death Throes (Su): When killed, Godzilla glows red for a moment then explodes in a deadly burst of radiation, dealing 40d6 points of radiation damage to everything within five miles. Creatures within this region may make a Reflex saving throw (DC 57) for half damage. The special ability evasion and improved evasion do not work against this damage. This save is Constitution based.

Radiation: Godzilla's body is highly radioactive, and leaves ambient radiation behind when he moves through an area, as do any of his attacks that deal radiation damage. The strength of this ambient radiation is overwhelming (see Detect Radiation), and lasts for 3d10 x 10 years.

For every hour creatures spend near Godzilla himself or in an area contaminated by his radioactive presence must make a fortitude save (DC 16) or suffer 1d6 points of temporary constitution damage. On a roll of 4 or higher, 1 point of damage becomes permanent. Any creature with Energy Resistance - Radiation 5 or greater is immune to this damage, as is any creature with the radiation subtype.

See the Detect Radiation spell for further details on the effects of lingering radiation.

Godzilla's Worship and Worshipers

Godzilla, the embodiment of destruction, has many informal worshipers in the world. While not their primary deity, they will often pray to Godzilla in an effort to ward off a natural disaster, or bring destruction down upon their opponent's heads. When the monstrous god appears, many send prayers to him in the hopes that he will not come to their homes. Sometimes he will hear these prayers, and turn towards another city. Other times, he will not and continues on his way. Such is the nature of the destroyer god.

While Godzilla has a great deal of informal worship, it's his formal worshipers that are few and far between. Most people don't want to draw the attention from Godzilla that it requires to gain his patronage; as such attention often results in the destruction of one's home. Yet, there are those who worship the kaiju as their primary god. Many destruction and armageddon cults have Godzilla as their patron god, for within him is the raw, emotionless furry of the cosmos embodied in flesh. Such cults devoted to the king of monsters are often not evil in nature. Unlike those that are devoted to Desghidorah or Destoroyah, Godzilla's worshipers are not maliciously destructive. Rather, they simply embody the aspects of nature that tear down what has been built for the sake of renewing the cycle.

The Godzilla church has few formal temples. Since there's is a god of destruction, raising edifices runs counter to their nature. Rather, the often gather in places of grand catastrophe, such as volcanoes or cities leveled by kaiju, preferably Godzilla. In such places, where destruction abounds and everything has fallen to pieces, the followers of the king of monsters find the greatest representations of their faith.

Godzilla's priests are a diverse group but usually come from the humans and half-orc races. Some wear jagged, ornate armor, emulating the appearance of their god, wielding their spells like miniature versions of the King of Monsters. Others prefer a more reserved appearance, often dressing as victims of a natural disaster. By doing so, they claim to show deference to the emotionless destructive force of their god. The message is clear to those who know how to look: even those loyal to the King of Monsters are not above his fury.

Godzilla's priests, because of their destructive habits, often run into conflict with the servants of the other gods, particularly the Triad and Biollante. The animosity between these two groups is legendary, and battles between the orders are quite frequent and deadly.

Among the neutral gods, the only group that the King of Monster's priesthood don't constantly fight with are the followers of the Sky Lord, Rodan. Conversely, battles between the followers of Kiryu and Godzilla are almost constantly at war, due to the dichotomy in their natures.

Among the evil gods, King Ghidorah, SpaceGodzilla, Destoroyah and Legion most often come into conflict with Godzilla's worshipers, but the priesthood will fight with any god's followers at the drop of a feather. By it's very nature, the followers of the King of Monsters are constantly seeking to destroy the evil gods and their worshipers. Few religious scholars chose to look into the belligerent tendencies of these men and women. After all, staring a wild tiger in the eyes is one of the best ways to get mauled.

New Optional Energy Type: Radiation

Radiation damage is particularly vicious, as it attacks the very molecular structure of the victim. As such radiation damage takes twice as long to heal, and is the last damage to be recovered. If magical healing is applied, the damage healed is halved, and the radiation damage is healed last. Additionally, radiation damage is treated as fire when used to overcome regeneration, and inflicts half damage to creatures that are immune to fire. Constructs not made of flesh, elementals, and incorporeal undead take only half damage from radiation attacks, and are immune to the effects of lingering radiation.

Natural radiation lingers in an area after its source has passed. See the detect radiation spell for the effects of being exposed to lingering radiation. Wearing full-bodied metallic armor laced with lead provides a +2 resistance bonus to this save. Radiation energy conjured by radiation type spells do not create this effect, but the presence of beings with the radiation subtype does. See the detect radiation spell to determine the duration of the energy. Colossal (tall) Magical Beast (Intermediate god)

Hit Dice: 59d10+826 (1150 Hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 20 ft. (4 squares), Fly (Average) 300 ft. (60 squares) AC: +58 (+20 natural, +15 luck, +10 deflection, +5 divine (profane), +6 Dex, -8 size), Touch +38, Flat-footed +58 Base Attack/Grapple: +59/+91 Attack: spear arm +68 melee (4d6+16/16-20) or blade tendril +65 melee (3d6+8) Full Attack: 2 spear arms +68 melee (4d6+16/16-20), 4 blade tendrils +65 melee 3d6+8 Space/Reach: 20 ft./45 ft. (spear arms), 560 ft. (tendrils) Special Attacks: Ray attack, augmented critical, impale, power drain Special Qualities: Divine qualities, deflect ranged attacks, psychic bond, see invisibility, energy resistance (acid, cold, sonic, electrical) 50, uncanny dodge, assassin's guile, telepathy (600ft.), SR 73 Saves: Fort +39, Ref +36, Will +21 Abilities: Str 43, Dex 23, Con 38, Int 6, Wis 17, Cha 34 Skills: Hide +25, Move Silently +40, Spot+17, Survival+18, Tumble +41 Feats: Acrobatic, Alertness, Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Hover, Improved Critical (Spear Arms), Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Mobility, Multiattack, Run, Spring Attack, Stealthy, Track, Weapon Focus (Spear Arms), Wingover Climate/Terrain: Any Land Organization: Solitary or Entourage (Iris plus 4 Bodyguards (see below)) Challenge Rating:61 Treasure: None Alignment: Always Lawful Evil Advancement: - Domains: Assassin, Death, Evil, Law, Trickery Holy Symbol: A tendril with a bladed tip Known as the Lord of Assassins, or simply the Assassin, Iris a powerful and cunning god of revenge and assassination. Though not as physically strong as greater gods like King Ghidora or Godzilla, Iris is still a force to be reckoned with, for what he lacks in raw power, he makes up for with an assassin's guile. Also, while the other evil gods pursue destruction and suffering, Iris is a little more focused. As the god of vengeance and assassination, he can be one of the most unpredictable of all the evil gods, for even those of good alignment can call him down with a strong enough desire for vengeance.

Iris has no close parallel in the natural world. He is roughly humanoid, with a vertical, bipedal stance, standing over 160ft tall. His body glows with several large gemlike structures, and his arms end in deadly spear-like blades that he can extend and retract at will. His head is conical with a slit where a single, sinister eye peers out. Iris's most distinctive feature, however, are his four tendrils. These tentacles are Iris's main weapons, each one over 560ft long and tipped with a serrated blade.

Clerics who chose to worship Iris can choose from the following domains: Assassin, Death, Evil, Law, and Trickery. His favored weapon is the kusari-gama.

Iris can communicate with any creature within 600ft. of himself that speaks Draconic via telepathy.

Combat:

Iris, being one of the more intelligent, and one of the most Lawful of the Kaiju-gods, approaches combat with a calculated reserve that is absent in the ferocious attacks of the other gods. Iris seems to pride himself on his melee abilities, and often will eschew ranged combat to engage an opponent face to face. However, like any good assassin, he will not hesitate to make use of all of his abilities when it comes to taking down a foe.

In addition to his own combat prowess, Iris is always accompanied by four of his church's most powerful assassins. These deadly creatures protect their lord with their lives, and willingly will sacrifice themselves to protect their master.

Iris's natural weapons are considered epic, evil and lawful for the purposes of overcoming damage reduction.

Ray attack (Su): once every 1d4 rounds, as a standard action, Iris can fire a beam of white light from the tips of his tendrils. To hit with the beam, Iris must make a ranged touch attack, and if he hits, it deals 15d6 points of sonic damage. The beams have a range of 860 ft.

Improved Critical (Ex): Iris's threatened a critical on an 18-20 with his natural attacks, and deals triple damage on a successful critical hit.

Impale (Ex): When Iris attacks with his spear arms, he can attempt to start a grapple as a free action without provoking an attack of opportunity. If he manages to get a hold, the opponent has been skewered on Iris's spear arms. Each round that Iris maintains the hold, the opponent takes 4d6+15 points of damage. If the target is within 45 ft. of a solid structure, he is considered pinned as well. Once Iris has impaled an opponent, he can use his power drain ability.

Power Drain (Su): One of Iris's most deadly and versatile powers, this power lets Iris absorb some of his opponent's powers and use them as his own. Once an opponent has been impaled (see above), each round Iris maintains the hold, the creature gains 1 negative level as Iris begins to leech out the life and blood from the victim. For each negative level that he inflicts on his opponent, Iris can literally steal some of the energy he drains and gain access to that creature's powers. Also, for every negative level he inflicts in this way, he regains 1d8 hit-points.

For most monsters, Iris can chose to gain up to two of their special attacks or qualities, with the following limitations; he can't gain exceptional powers that require anatomical features Iris does not have, such as a purple worm's swallow whole, which requires a mouth, which he lacks (but he can gain breath weapons, which emanate from the tips of his tendrils), and he can only obtain a maximum of two powers from any given monster at a time. Any attacks that have a range element to them, such as a breath weapon or a ray attack, emanates from the tips of his tendrils, adding 560 ft. to their range. If there is a restriction on how often the power can be used, such as some spell-like abilities and most breath weapons, Iris is also constrained by these limitations. Such stolen powers last for one day per negative level inflicted during the power drain.

For creatures with character levels, he can chose to gain one of the class's special abilities, such as applicable bonus feats from a drained fighter, or rage from a barbarian. For spellcasters, he can chose one spell that they know/have memorized, and be able to cast it 1/day as a spell-like ability. Like other drained powers, the stolen abilities last only for one day per negative level inflicted, and are limited by the number of times per day that they would normally be allowed to be used by their original owner.

Iris can only hold nine such stolen powers at a time, and he can choose which powers he gains when he drains his opponent. Being fairly intelligent, Iris will often choose the power that an opponent has which will best suit his needs. If Iris drains an additional power while he still is holding nine, the oldest power is lost and replaced by the new one.

Negative levels inflicted by this power last for one day. After that, the victim must make a Will save (DC 57) for each negative level inflicted. If the save is successful, the negative level vanishes. If it fails, the negative level vanishes and becomes a permanent level drain. This save is constitution based

Deflect Ranged Attacks (Ex): Up to six times per round, when he would be struck by a ranged attack, Iris can deflect the attack with his tendrils. He can deflect almost any ranged attack used on him, including breath weapons that form a line, rays, ballista bolts, rocks thrown by giants, and any ray or energy missile spells. A ray is a spell that produces a ray effect, while energy missiles are spells that produce something physical that the spell projects or the caster hurls, such as flame arrow spell.

In order to deflect the attack, Iris must make a successful Reflex save (DC 20 + any magical bonus to attack). If he succeeds, the attack is harmlessly deflected away from him. Iris must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack does not count as an action on Iris's part.

Psychic Bond (Su): If an intelligent creature gains possession of one of Iris's black beads, Iris can create a psychic bond with that creature if it has a desire for revenge on another being or place. The DM must make a secret Will saving throw for the creature Iris is trying to link with (DC 51). If the creature succeeds, Iris cannot make a psychic link with the creature for one day, but can try again the next day, if the bead is still in the creature's possession and they still desire vengeance. Should the save fail, Iris becomes psychically linked with the creature. Once linked, the bead is of no consequence and is no longer needed to maintain the bond. This save is charisma based.

So long as he remains linked with his host, Iris gains a +4 inherent bonus to Strength, Dexterity and Constitution, for the duration of the link. He is able to find his host, even if they are obscured with Non-detection or other similar effect. The host can communicate with Iris as though he were under the effects of a Telepathy spell. Also, while he is linked to the host, Iris is obligated to destroy that which the host wishes vengeance upon, and will attack that creature or object with all of his energy.

However, once he has fulfilled his hosts desire for vengeance, Iris extracts a heavy price for his services. He immediately seeks out his host and, as a full round action, draws the host into his body. The host does not gain a saving throw to resist this effect, but must be within 40 ft. of Iris. Once he has consumed his host, Iris gains a further +2 inherent bonus to his ability scores, which stack with the points gained for being psychically bonded.

The being captured by Iris in this manner, however, is subjected to hideous mental torture while inside him. For each day the host remains inside Iris, it takes 1 point of permanent intelligence and wisdom damage and is considered paralyzed while inside the god, even if the creature is normally immune to paralysis. Should either of the host's abilities be reduced to 0, the host is killed and Iris expels the carcass from his body. At that point, Iris's ability scores return to normal. The only way to save the host at this point is to inflict at least 100 points of piercing or slashing damage to Iris's stomach region to cut the creature free.

Iris can only be bonded to one creature at a time.

See Invisible (Su): Iris can constantly see invisible objects as though he were under the effect of a See Invisibility spell cast by a 20th-level sorcerer. He can suppress and resume this power as a free action.

Uncanny Dodge (Ex): Iris has the Uncanny Dodge powers of a 59th level rouge. Thus, he doesn't lose his dexterity bonus to AC, even if flat-footed or struck by an invisible attacker, and he cannot be flanked.

Assassin's Guile (Ex): Despite his immense size, Iris is not only exceptionally agile, but also quite stealthy. Iris receives a +20 competence bonus to his Hide, Move Silently and Tumble skills. This bonus stacks with his divine aptitude ability. Further, Iris can always take 10 on any skill check relating to the above-mentioned skills, even in stressful situations. These bonuses are already calculated into the statistics block above.

Iris's Worship and Worshipers

Iris's worship is probably the most widespread of all the evil gods, save perhaps Legion. As the master of vengeance and of assassins, Iris is the evil god called on the most often by everyday people, for there is always someone in the world who wants revenge (justified or not) upon another. With every wish for vengeance, the Lord of Assassins grows stronger. The fact that he will occasionally answer the prayers of those calling out for vengeance, particularly those who have acquired one of his sacred black beads, is a sure sign that Iris's fell eye is on the people of the world.

Iris's formal worshipers are a deadly and dangerous lot. Almost all assassins in the world pay homage to him, and his most devout followers belong to some of the most deadly and feared assassin orders around. Most people have heard whispered tales of these elite killers, who strike victims down before they realize that they are being attacked. While some of these guilds are like any assassin guild, taking on assignments for pay, regardless of the nature of the job, there are some that are more devoted to the Assassin's vengeance aspect than simple assassinations.

One of the most powerful of the assassin traditions that follows Iris is the deadly monastic order known only as the Silver Falcons. This order of lawfully evil monks is fiercely devoted to the principles of the Lord of Assassins, those of revenge, assassination and of deception. The few monasteries that house the Silver Falcons' order are often in isolated, inhospitable areas, where only those who desire true vengeance are able to reach. If approached by a supplicant for an assassination, the monastery master will hear the person's plead. Should the desire for revenge be strong enough, the master will dispatch some of his students to kill the target. Should the need be petty, or the desire not worthy of the Silver Falcons' time, the supplicant is tortured and killed. In either case, thoughts of vengeance are not far off.

In addition to his monks and assassin guilds, Iris is served by a fanatically devoted clergy, all of whom are dedicated to ensuring that their master has plenty of acts of vengeance to feed upon. Bound by a strict code of honor, which has existed since Iris ascended to godhood, the followers of the Lord of Assassins train their bodies, minds and souls to become the perfect instruments of revenge and the ultimate killers. As such, most clerics of Iris take at least one or two levels in the assassin prestige class.

Iris's followers pride themselves on the nature of their work. The most devout of whom claim they are not merely as band of thugs who are at the beck and call of any petty noble who wishes to inspire fear in his subjects, or the pawns of a bandit king who wishes to gain power. No. The followers of the Lord of Assassins serve not those who can pay the most, but those who seek revenge at any cost. To them, payment isn't just in gold. It's in the act of killing another in the name of revenge. If a daughter wishes the death of her father for his abuse of her, and she wishes it with all of her heart and soul, the followers of Iris are more than willing to kill the man in the most painful way possible, even if the girl can only pay them three copper pieces for their trouble. The stronger the desire for vengeance, the more willing the followers of the Lord of Assassins are to take the mission, and the less money they are likely to demand for their actions.

Among the races of the world, humans, elves and dwarves make up the most common formal followers of Iris. The vengeful souls of the dwarves, the long lives and longer memories of he elves and the fiery passion of the humans all make these races ideal followers of the Assassin. The Drow elves are particularly common among Iris's followers.

Among the savage humanoids, many tribes of hobgoblins, kobolds and other lawfully evil humanoids follow the Assassin, for their desire for revenge on those who abuse them is like nectar to Iris, and he happily feeds on their hatred.

Among the gods, Iris's followers are among the few who regularly have contact with Outsiders. They often call upon devils and other fiends to aid them in their vengeance quests. So often do Iris's followers have contact with the infernal that the instances of Iris's followers mating with these strange beings is more common than most people would like to think. In fact, some of the clergy's highest ranked officials can trace their lineage back to a diabolic ancestor who was called upon by the Assassin's followers many centuries before. Thus, teiflings and half-fiends are very common among the ranks of Iris's church.

Like any good assassins, Iris's followers are non-descript in the way they appear. Most look like common members of their race and social standing. Only when they are called on a mission do they dress in the cowls and black night suits of the assassin and move out on their sacred missions of vengeance.

Iris' followers are not well liked by the other religions. His clergy's rivalry with Gamera's is legendary, and the two orders clash quite often. Battra and Mothra's clerics also find the followers of the Lord of Assassins distasteful, for their actions bring sorrow and despair. Biollante's followers seem indifferent to the Assassin's followers, as they rarely have cause to damage the natural world. The noble Leo, while he despises Iris for his evil nature, almost seems to admire Iris for his devotion to honor, and the two seem to regard each other as worthy foes.

The followers the neutral gods rarely have cause to interfere with Iris, though Kiryu's worshipers occasionally get in the way of their vengeance quests.

Of the evil gods, only Legion and Destoroyah seem to cross claws with Iris's followers on a regular basis. Iris, ever jealous of Legion's ability to inspire pure loyalty in her followers, constantly battles against his fellow god in an attempt to wrestle the power she holds over her followers from her cold grasp. Destoroyah and his clerics are more often the ones who seek out and try to eradicate Iris's follower, for while Destoroyah is the god of murder and carnage, he feels that he should also possess the right to dominion over assassination. Thus, his followers constantly try to undermine the power of Iris's assassins. However, the cunning of the Lord of Assassins is strong, and try as he might, Destoroyah and his followers have yet to seriously harm Iris's influence over the worship of the worlds most elite killers.

Iris's Bodyguards

These four assassins are among the most fearsome and loyal of all of Iris's followers. They are so devoted to their cause that they don't even consider themselves individual creatures, seeing themselves as merely an extension of their god's will. They are so devoted to this ideal that they refuse to even take names, merely calling themselves Iris's Bodyguards. And they take their duty to guard the life of their lord with deadly gravity.

Few people have ever seen these silent, black robed men and lived to tell the tale. They are known to wield wicked adamantine kusari-gama, and to coat their own bodies in all sorts of vile toxins. They are also documented to be able to cast diabolical magic, and have been seen flying on great bat wings.

The Bodyguards rarely leave Iris's side, but when they do, it is either at his or his herald's command. When given a task by either of these beings, the Bodyguards pursue their assignment with utmost care and icy cold precision. Once their assignment is complete, they immediately return to their lord's side.

These creatures are all drow half-fiends, breed especially by the Iris church as protectors for their lord, and were raised in the most deadly and cruel arts of assassination and murder, under the careful hand of Iris's herald. Iris was seemingly well pleased with the four warriors his herald created for him, for he has allowed them to remain at his side always. More than anything else, these four are the very pinnacle of perfection in the eyes of the church, serving the most important roll of all, that of guarding their god himself. Only Iris's herald has a more distinguished honor.

Iris's Bodyguards (4): Drow Half-fiend Mnk11/Ftr10/Asn9; CR 34; Medium Outsider (Augmented Humanoid)(Native); HD 11d8+33 plus 10d10+30 plus 9d6+27; Hp 229; Init +11; Spd 60 ft. Fly 60 ft. (Average); AC 32, Touch 23, Flat-footed 32; Base Atk +24; Grp +33; Atk +34 melee (1d6+8/17-20, Soul reaper [see below]) or +31 melee (1d4+7/19-20, Assassin's dagger) or +31 melee (2d8+5, unarmed strike) or +31 melee (1d4+5, claw) or +34 ranged (1d6+1d6 fire+1d6 cold+1d6 electricity+7/x3+2d10 fire+2d10 cold+2d10 electrical, +3 flaming burst icy bust seeking shocking burst composite longbow (+4 Str bonus)); Full attack +34/+29/+23/+17/+11 (1d6+8/17-20, Soul reaper [see below]) or +31/+26/+20/+14/+8 (1d4+7/19-20, Assassin's dagger) or +31/+26/+20/+14/+8 (2d8+5, unarmed strike) or +31/+31 melee (1d4+5, 2 claw) and +26 melee (1d6+2, bite) or +34 ranged (1d6+1d6 fire+1d6 cold+1d6 electricity+7/x3+2d10 fire+2d10 cold+2d10 electrical, +3 flaming burst icy bust seeking shocking burst composite longbow (+4 Str bonus)); SA Flurry of Blows, Ki strike (magical, lawful), Sneak attack +5d6, Death Attack, Smite good, Spell-like abilities, Spells; SQ Drow Traits, Improved Evasion, Still Mind, Slow fall(50ft.), Purity of Body, Wholeness of Body, Diamond Body, Poison Use, Uncanny Dodge, Hide in Plain Sight, Resistance (acid, cold, fire, electricity) 10, Immune to Poison, Damage Reduction 10/magic, SR 40, Return to Master, Spell-like abilities, Spells; AL LE; SV Fort +22, Ref +25, Will +18; Str 21, Dex 24, Con 16, Int 19, Wis 16, Cha 20

Languages: Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, Undercommon

Skills and Feats: Bluff +15, Concentration +16, Craft (Weaponsmithing) +15 Disguise +18, Escape Artist +20, Hide +31, Intimidate +18, Jump +26, Move Silently +31, Sense Motive +13, Spot +27, Survival +10, Tumble +34, Use Magic Device +15; Acrobatic, Blind-fight, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency (Kusari-gama), Flyby Attack, Hover, Improved Critical (Kusari-gama), Improved Grapple, Improved Initiative, Improved Trip, Mobility, Quick Draw, Spring Attack, Stealthy, Weapon Finesse (Kusari-gama), Whirlwind Attack

Flurry of Blows (Ex): Iris's Bodyguards may use a full attack action to make two extra attacks per round with an unarmed strike or a special monk weapon at his highest base attack.

Ki strike (Su): A Bodyguard's unarmed strike count as lawful and magical weapons for overcoming damage reduction.

Death Attack (Ex): If one of Iris's Bodyguards studies an opponent for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of either paralyzing or killing the target (Bodyguard's choice). When studying the victim, the Bodyguard can take other actions, so long as her attention stays focused on the intended target, and the target does not recognize the Bodyguard as an enemy. If the victim of this attack fails a fortitude save (DC 24) against the kill effect, she dies. If the save fails against the paralysis effect, the victim's mind becomes enervated, rendering her helpless and unable t act for 1d6+9 rounds. If the victim's saving throw succeeds, the attack is just a normal sneak attack. After completing the initial three rounds of study, the Bodyguard must make the sneak attack within the next 3 rounds. If the victim makes her save, or the Bodyguard doesn't make the attack within 3 rounds of complete study, a new 3 rounds of study must be made before he can attempt another death attack.

Smite Good: Once per day Iris's Bodyguards can make a normal melee attack to deal +20 points of extra damage against a good foe.

Drow Traits: Immune to magic Sleep spells and effects; +2 racial bonus on saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus on Will saves against spells or spell-like abilities; spell-like abilities (1/day - dancing lights, darkness and faerie fire as the spells from a 30th level caster); light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstantial penalty on all attack rolls, saves and checks while operating in bright light; +2 racial bonus on Listen, Spot an Search checks (already figured in above)

Improved Evasion (Ex): When a Bodyguard is subject to an attack that allows a reflex save for half damage, he takes no damage on a successful save and half damage on a failed save. A helpless Bodyguard (one who is unconscious or paralyzed) does not gain the benefits from improved evasion.

Still Mind (Ex): A Bodyguard receives a +2 bonus on saving throws against spells and effects from the school of enchantment. This bonus stacks with her Drow racial bonuses against enchantment spells and effects.

Slow Fall (Ex): A Bodyguard within arms reach of a wall can use it to slow his decent. Subtract 50 ft. from the distance of any fall when the Bodyguard is within reach of a wall.

Purity of Body (Ex): Iris's Bodyguards are completely immune to all forms of non-magical or supernatural disease.

Wholeness of Body (Su): Each day, the Bodyguard can heal up to 22 points of damage to himself. The Bodyguard can spread this healing out among many uses.

Diamond Body (Su): Iris's Bodyguards are completely immune to all forms of poison.

Poison Use: Iris's Bodyguards are trained in the use of poison, and never risk poisoning themselves when applying poison to a blade.

Uncanny Dodge (Ex): A Bodyguards retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus if immobilized).

In addition, the Bodyguard cannot be flanked, except by a rouge level 13 or higher.

Hide in Plain Sight (Su): As long as he is within 10ft. of some sort of shadow, a Bodyguard can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Return to Master (Su): At any time, a Bodyguard can teleport back to Iris's location as a free action, as if he had cast a Word of Recall spell. Bodyguards are also constantly aware of Iris's condition, as if they were observing him through a status spell, and will immediately return to him if he is threatened.

Spell-like abilities: 3/day darkness, poison, unholy aura, 1/day blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX (fiends only), unhallow, unholy blight. Caster level 30th, Save DC 15 + spell level

Additionally, through the use of miracle and wish spells bestowed by the Iris cleregy, all four of the bodyguards permanently possess the following spells active on them at all times: Death Ward, Greater Arcane Sight, Rary's Telepathic Bond (between all four Bodyguards), Tongues, True Seeing, and Water Breathing.

Assassin Spells known (5/5/5/4): Save DC 14+Spell level: 1st - feather fall, jump, obscuring mist, sleep, true strike; 2nd - alter self, cat's grace, pass without a trace, spider climb, undetectable alignment; 3rd - deep slumber, deeper darkness, magic circle against good, misdirection, nondetection; 4th - clairaudience/clairvoyance, freedom of movement, greater invisibility, modify memory

Possessions: Soul reaper (see below), Assassin's dagger, +3 flaming burst icy burst seeking shocking burst composite longbow (+4 Str bonus), +5 Axiomatic Distance Unholy Darkwood Arrows (50), Javelin of Lightning (8), Ring of Elemental Command (each Bodyguard has a ring attuned to a different element), Ring of Sustenance, Rod of Absorption (3), Rod of Thunder and Lightning, Staff of Life, Staff of Necromancy, Amulet of Proof against Detection and Location, Beads of Force (50), Boots of Speed, Bracers of Armor +8, Circlet of Telepathy (As Helm of Telepathy), Cloak of Etherealness, Daern's Instant Fortress, Disjoining Orbs (10), Dust of Appearance (16 doses), Dust of Disappearance (16 doses), Dust of Sneezing and Choking (20 doses), Eyes of Doom, Glove of Storing, Greater Horn of Blasting, Heward's Handy Haversack (altered to not interfere with flight), Iron Bands of Bilarro, Monk's Belt, Portable Hole, Quiver of Ehlonna, Monk's Outfit of Stars (As Robe of Stars), Stone of Good Luck, 5 Potions of Cure Serious Wounds, Displacement, Haste, Nondetection, Remove blindness/deafness, Remove curse, Spider Climb and Water breathing,5 Oils of Deeper Darkness and Keen Edge, Mithril Holy symbol of Iris, 20 vials of dragon bile poison, 20 vials of deathblade poison, 10 flasks of burnt othur fumes poison.

Note: This is the typical gear carried by the Bodyguards. Because of their status among Iris's followers, they can acquire almost any item, other than major artifacts, they need whenever they need it.

Soul Reaper: +3 Adamantine keen ki focus vorpal kusari-gama; AL LE; Int 19, Wis 19, Cha 10; Speech, Telepathy, 120ft. Darkvision, blindsesne and hearing; Ego 29

Lesser Powers: 10 ranks Listen (total modifier +14), 10 ranks Spot (total modifier +14), Bless on allies 3/day, Cure Moderate Wounds (2d8+3) on wielder 3/day

Special Purpose: Protect the assassin god Iris from harm.

Dedicated Powers: Fireball (10d6), Rusting Grasp (as touch attack), True Resurrection on wielder once per month.

Personality: Each of Iris's Bodyguards possesses an identical copy of this highly powerful and willful magic item. Almost extensions of Iris's Bodyguards themselves, these weapons are devoted in their entirety to the preservation of lord Iris. Through their telepathic abilities, these cruel weapons constantly scan the surrounding area for any threat to lord Iris, and let their master know when such threats are approaching. Also, despite their high ego rating, they are perfectly willing to work with the Bodyguards, as their missions are the same. However, in the unlikely event that the weapon were stolen, then the Soul Reapers would be more than willing to exert their will over their captors, while simultaneously sending out a distress call to their true owners. If one of the bodyguards is killed, the weapons are more than willing to use their True Resuretcion power to revive the dead warrior, as keeping the bodyguards alive fulfills their special purpose.

Combat Tactics

The four Bodyguards are an extremely efficient and well-regimented fighting force. Not only are they exceptionally powerful individually, as a team, they are virtually unstoppable. The Bodyguards typically fight from the air, and will attempt to whittle down their foes before engaging them in close range combat. Also, they will make liberal use of their assassin magic, particularly Greater Invisibility, when engaging foes.

Because all four Bodyguards have a nearly identical appearance, they also make use of their Hide In Plain Sight power to make hit and run attacks to disorient their foes. One will attack, move away and hide, while another comes from a different direction and attacks the enemy from behind, giving the impression that they are everywhere at once. They are also find of using their Soul Reaper's Rusting Grasp power to destroy their foe's armor and weapons, making the enemy all the more vulnerable to their attacks. Colossal (Tall) Dragon (Chaotic, Evil, Greater God)

Hit Dice: 62d12+930 (1209 hp) Initiative: +4 (Improved Initiative) Speed: 20 ft. (4 squares), fly 120 ft. (poor) (60 squares) AC: +59 (+26 natural, +15 deflection, +16 divine (profane), -8 size), Touch -8, Flat-footed +59 Base Attack/Grapple: +62/+99 Attacks: 3 Bites +75 melee (4d6+21) or 3 Slams +75 melee (2d8+21) Full Attack: 3 Bites +75 melee (4d6+21) or 3 Slams +75 melee (2d8+21) Space/Reach: 20 ft./30 ft. Special Attacks: Multiple Actions, Gravity Beams, Crimson Lighting, Augmented Criticals, Frightful Presence, Grip of Terror, Shockwave, Windstorm Special Qualities: Divine Qualities, Darkvision 120ft., Low-light vision, Energy Resistance (electricity, fire, cold, radiation, sonic) 50, SR 73, No Breath Saves: Fort +48, Ref +33, Will +35 Abilities: Str 52, Dex 10, Con 40, Int 3, Wis 15, Cha 36 Skills: Bluff +43, Intimidate +45, Listen +28, Sense Motive +28, Spot +28 Feats: Ability Focus (Frightful Presence), Awesome Blow, Blind-fight, Cleave, Diehard, Endurance, Extra Turning, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Turning, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Snatch, Weapon Focus (Gravity Beams, Crimson Lightning) Climate/Terrain: Any Land or Sky Organization: Solitary Challenge Rating:64 Treasure: None Alignment: Always Chaotic Evil Advancement: - Domains: Air, Chaos, Destruction, Evil, Terror*, War Holy Symbol: A golden, three headed dragon * New Domain

Known by the moniker the King of Terror, King Ghidorah is one of them most powerful of the evil gods, and one of the most feared. Almost as ancient as Godzilla and Mothra, the King of Terror has rightfully earned his title, for he delights in slaughter, mayhem and destruction, all for the sake of spreading fear and despair in the hearts of the mortal residents of the world. Truly, there are few beings as terrible as this god.

King Ghidorah resembles a massive, bipedal golden dragon that stands over 120 ft. tall with an enormous pair of fan-like wings, which span close to 290 ft. King Ghidorah has three heads atop long, trunk like necks, each one controlled by the same cruel mind. King Ghidorah's tail forks near the base, and is used as a rudder when the massive god flies. A set of vicious horns protrudes from the back of the monstrous beast's head, and his three mouths sport long, saber-like teeth.

Clerics debase enough to worshi p King Ghidorah can chose from the following domains: Air, Chaos, Destruction, Evil, Terror, and War. His favored weapon is the Dire Flail. Clerics that chose the war domain gain proficiency with th e flail. Combat:

The King of Terror revels in battle, gaining immense joy from slaughter and mayhem. The more fear he creates in his victims, the more pleasure King Ghidorah gains. Against human targets, he prefers to soar overhead, raking the ground with his gravity beams or crimson lightening. He always tries to stay out of range of counter attack, making the situation all the more hopeless for his victims on the ground.

Against other kaiju, he acts more cautiously, using his gravity beams from a distance and trying to keep his opponent of guard before closing in to finish off his opponent with his three bites or slams them with his necks. Despite his low intelligence, King Ghidorah has a high degree of cunning and ruthlessness at his disposal. Thus, he is a much more crafty opponent than most other kaiju or humans expect.

King Ghidorah's natural weapons are considered chaotic, epic and evil for the purpose of overcoming damage reduction.

Multiple Actions (Ex): King Ghidorah can attack with all three of his heads without penalty each round, even if he moves or charges. This includes his use of his gravity beams and slams. Additionally, he does not need to take a full attack action to use all of his attacks in a round, though each head can only do one thing. Thus, he could bite with one head, use the other to slam the opponent, and fire a gravity beam with the third.

Ray Attack (Su): Once per round for each head, King Ghidorah can fire a beam of gravitational disruption that looks like a bolt of lightning from each of his mouths. To hit with the beam, he must make a successful ranged touch attack. If he hits, he inflicts 15d6 points of electrical damage to his foe. The ray has a range of 300 feet with no range increments.

Crimson Lightning (Su): Once every 1d4 rounds, King Ghidorah can fire a series of red lightning bolts from the claws on the tips of his wings. When he uses this attack, King Ghidorah can make up to 10 simultaneous ranged touch attacks against any foe within 600ft. of himself. He can direct each beam against a different foe, or concentrate up to 4 bolts on a single opponent. Each bolt inflicts 5d6 points of electrical damage, and 5d6 points of fire damage. If multiple bolts strike a creature, she takes damage for all of them.

Augmented Criticals (Ex): King Ghidorah's bite and slam attacks threaten a critical on an 18-20, and inflict triple damage on a successful critical hit.

Frightful Presence (Ex): King Ghidorah has earned his moniker the King of Terror because of the fear he engenders whenever he appears. Whenever an opponent with fewer Hit Dice than the King of Terror sees him, they must make a Will save (DC 58) or be frightened (DMG pg 294) for 10d6 rounds. Those who save are still shaken for a like amount of time. This save is Charisma based. Gods are immune to this effect.

Grip of Terror (Su): King Ghidorah can force creatures weaker than him to bow to his will, or run away screaming at top speed. Up to 22 times a day, King Ghidorah can chose to either turn/destroy or rebuke/command any living creature he can see as a 63rd level cleric as a standard action. King Ghidorah can chose to use either the turn or rebuke abilities interchangeably. This power functions exactly the same as the cleric ability, except it is a fear effect, and other gods are immune to it.

Shockwave (Ex): As a standard action, King Ghidorah can stomp the ground, causing severe localized earth tremors. All creatures standing on the ground within 100 feet of the kaiju must make a Reflex save (DC 56) or fall prone, while structures within the area take 4d6 points of damage. The DC is constitution based.

Windstorm (ex): As a standard action, King Ghidorah can create a powerful blast of wind by flapping his wings. This blast creates a 200-foot cone of hurricane force winds. All flames within this region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks within the area are impossible. Creatures of mediums-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10ft. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of large size on the ground are knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet.

No Breath (Ex): King Ghidorah dose not need to breath and is immune to gas-based attacks that require a fortitude saving throw. He can also exist buried in the earth, underwater or in other airless environment with ease.

King Ghidorah's Worship and Worshipers

Few beings openly worship the King of Terror, and for good reason. As one of the most dangerous and horrific of the gods, he is widely regarded as being unapproachable. The only time anyone sends a prayer to the King of Terror is when they desire vengeance or fear to fall upon their enemies, and even then, they whisper the prayers in secret. That is not to say that he doesn't have worshipers. Nothing could be further from the truth.

What King Ghidorah lacks from formal worship, he makes up for in formal worship. The clerics of the King of Terror are one of the most feared and reviled groups around, for their very presence is like that of the King of Terror, and few beings escape them in tact. The most organized group among King Ghidorah's clerics is called The Talons of the King. These bloodthirsty men and women seek to spread fear and pain throughout the world, all in the name of feeding their master the fear of mortals. Often seen riding hydra or occasionally evil dragons, the Talons will arrive in a city, level it, slaughter as many inhabitants as they can, and then move on, leaving some survivors to spread the word about the power of the Talons.

While the Talons are King Ghidorah's most powerful organization, they do not make up the majority of his worshippers. The majority are lone clerics and other tribes of evil beings, such as orcs, bugbears and some evil dragons, which pray to the King of Terror to give them the power to instill fear in the hearts of their victims, making them easy prey. Such clerics often gather groups of brigands and thugs around them, and use their power over fear to control local towns, as well as their own followers. To these ruthless men and women, the taste of their victim's fear is delicious, and is the ultimate sign of devotion to their cruel and wicked god. Needless to say, the King of Terror has no formal temples, but is often worshiped at isolated shrines. Several large orc tribes are also devoted to the King of Terror, spreading fear and mayhem in the name of their god.

King Ghidorah's most powerful priests are fond of golden plate armor with jagged, cruel looking spines. Such suits of armor are often empowered with magic, allowing them to instill fear in the hearts of those around them. Lesser priests still like to wear frightening clothing, but often go for a less subtle approach, such as making studded leather armor out of the stitched together faces of their victims and making the studs out of teeth. Regardless of the form it takes, the priests of the King of Terror will always try to instill fear into their victims before killing them.

Many of King Ghidorah's followers use a strange weapon known as the dire flail. Claiming that the double weapon represents the heads of their master, these men and women love to wade into battle, smashing skulls with this deadly device. King Ghidorah seems to enjoy this, for he allows those followers who use such weapons as holy symbols for the purpose of Rebuking/commanding and for spell casting, but only after it has been used to claim the life of a terrified victim.

King Ghidorah's priests have very poor relations with the other gods. The good gods despise them for the pain they cause, particularly the followers of Mothra and Leo. Both of these gods despise the King of Terror for his cruelty and flagrant disregard for the sanctity of life and hope. Gamera also despises King Ghidorah, but lacks the power needed to confront the much stronger King of Terror.

King Ghidorah's rivalry with Godzilla and Rodan is legendary, and the destruction caused by his followers puts them at odds with Kiryu's priesthood.

None of the evil gods' followers trust King Ghidorah or his followers, and it is whispered that among them, only Space Godzilla's followers don't fear them. For their part, the priests of King Ghidorah are fine with this situation. Colossal Construct (Lesser god, Lawful)

Hit Dice: 70d10+313 (1013 hp) Initiative: +5 (+1 Dex, +4 improved initiative) Speed: 20 ft .(4 squares), Fly (poor) 35 ft. (7 squares) AC: 73 (+25 natural, +30 deflection, +15 divine, +1 Dex, -8 Size), Touch +48, Flat-footed +72 Base Attack/Grapple: +52/+92 Attack: Dragon cutter +66 melee (4d8+20+3d6 electrical/16-20) Full Attack: Dragon cutter +66 melee (4d8+20+3d6 electrical/16-20), Slam + 63 melee (3d6+10), Bite +63 melee (4d6+10/18-20) Space/Reach: 30 ft./35 ft. Special Attacks: Breath weapon, dragon cutter, missiles, ray attack, Zero Cannon, trample, megalith assault Special Qualities: Divine qualities, energy resistance (Acid, Cold, Radiation, Sonic) 50, adamantine body, divine construct, immunity to magic, limited energy Saves: Fort +39, Ref +40, Will +41 Abilities: Str 50, Dex 13, Con -, Int 4, Wis 14, Cha 46 Skills: Intimidate +36, Listen +20, Spot +21, Survival +20 Feats: Ability Focus (Arctic cannon, breath weapon), Awesome Blow, Cleave, Great Cleave, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Dragon cutter), Improved Grapple, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Point Blank Shot, Precise Shot, Snatch, Stunning Fist, Two Weapon Defense, Weapon Focus (Dragon cutter, missiles, ray attack) Climate/Terrain: Any land Organization: Solitary Challenge Rating:72 Treasure: None Alignment: Always Lawful Neutral Domains: Knowledge, Law, Machine*, Protection, War Holy Symbol: A shield with an image of Kiryu emblazoned across it.

* New Domain The only non-living god, Kiryu stands apart from the other gods in many other ways. He and his followers are devoted to the spread of technology and science throughout the world, where as most of the other gods seem to be devoted to slowing or destroying such things. Also, while the other gods are concerned with expanding their flocks, Kiryu is a patient deity, and instead waits for others to come to him. Indeed, he is an enigma among the gods.

Kiryu is a massive metal construct, measuring over 160 ft. long, and about 80ft. wide. His body shares the same stance as that of Godzilla, being bipedal, with a reptilian head and a long tail. However, while Godzilla is flesh and blood, Kiryu is shining metal. On his back there is a massive array, which houses a series of missile pods, the most noticeable of which are the two that extend over his shoulders. On his right arm, Kiryu has a long metallic blade, called Dragon Cutter, which he wields with deadly expertise, and he also has two energy cannons integrated into the back of his limbs. Housed inside his mouth are twin maser cannons, which give him an effective breath weapon. Kiryu's most potent weapon is housed in his torso. Called the Zero cannon, this weapon is rarely used, as is depletes his energy reserves very rapidly. Kiryu weighs an impressive 40,000 tons. Those who worship Kiryu can chose from the following domains: Knowledge, Law, Machine, Protection and War. Kiryu's favored weapon is the longsword.

Kiryu understands Draconic and Common, but lacks the verbal apparatus to speak.

Combat:

Despite his impressive arsenal of ranged weapons, Kiryu enjoys close combat greatly, and is more inclined to engage his enemies in melee. However, he understands the need for prudence in combat, and will often soften his enemies up first at a range before engaging them with Dragon Cutter and fists. Kiryu is also fond of using his grappling feats to throw his opponents around and crush them in his arms. On any round he doesn't make a full attack action, he will use his free arm to block using his Two Weapon Defense feat. If hard pressed, Kiryu will use his Megalith Assault attack, though he prefers not to, as it consumes an incredible amount of energy.

All of Kiryu's weapons are considered adamantine, epic, and lawful for purposes of overcoming damage reduction.

Breath weapon (Su): Once every 1d4 rounds, Kiryu can fire a bolt of energy from the maser cannons in his mouth as a standard action. This attack fills a line 300 ft. long and 10 ft. in diameter. All creatures caught in the beam take 15d6 points of electrical damage. A successful Reflex save (DC 65) reduces the damage to half. This save is Charisma based.

Using this attack consumes one round from Kiryu's active time.

Dragon Cutter (Su): Kiryu's Dragon Cutter blade is more than a mere sword. This blade conducts electricity when Kiryu strikes through the blade, dealing an additional 3d6 points of electrical damage with each strike. Additionally, Dragon Cutter is a Bane weapon keyed to Dragons and Magical Beasts (not calculated above). Finally, because it is made of adamantine, Dragon Cutter ignores object hardness when used to sunder or to strike objects with a hardness less than 20.

Dragon Cutter consumes no activity time for Kiryu.

Missiles (Su): Once every 1d2 rounds, Kiryu can launch either 2d6 concussion missiles from his shoulder launchers, or 1d8 heat seeking missiles from the sides of the missiles pods. Concussion missiles travel for up to 300ft in a straight line, while heat seekers can travel for a total distance of 400 ft.

Concussion missiles require a ranged touch attack to hit a specific target, and explode in a 70 ft. burst. All creatures caught in the burst take 5d6 points of fire damage and 4d6 points of bludgeoning/slashing damage. Creatures can make a reflex save (DC 63) for half damage. A creature hit directly with the attack does not receive a Reflex save. Damage from multiple bursts overlapping stacks. All concussion missiles must be directed within a 90o arc of Kiryu's front.

Heat seeking missiles automatically strike one creature that Kiryu can see within their maximum range. The missile deals 3d6 points of fire damage and 2d6 points of bludgeoning/slashing damage to all creatures within a 30 ft. burst. Like above, creatures can make a Reflex save (DC 63) to take half damage. The creature hit directly does not receive this save, and damage from multiple overlapping bursts stacks.

Both save DCs are Charisma based.

Using this attack consumes 1 round's worth of active time.

Ray Attack (Su): Once every 1d2 rounds, Kiryu can fire an energy beam from the launchers on the back of one arm as a standard action, or both arms as a full attack action. To hit an enemy, Kiryu must make a ranged touch attack. If he hits, the beam inflicts 9d6 points of damage. This damage has no specific type. If Kiryu directs both beams at a single enemy, the damage from both beams stack. These attacks must be directed at enemies within an 180⁰ arc from Kiryu's front, and have a range of 400 ft.

Using a total of 4 beams consumes 1 round's worth of activity time.

Zero Cannon (Su): Once every 2d4 rounds as a standard action, Kiryu can fire a beam of cryogenically charged particles in a beam from the front of his torso. The beam fills an area 200 ft. long by 30 ft. wide. All creatures caught in the beam take 18d8 points of cold damage. A successful reflex save (DC 65) reduces the damage to half. On a failed save, the victim must make a second save, this time Fortitude (DC 65), or be frozen in a layer of ice. While trapped in this ice layer, the creature is considered entangled and is incapable of taking any actions other than trying to break free, or purely mental actions, such as using psionics. The creature also automatically fails all Reflex saves. To break free, the creature must make four opposed strength checks against a strength score of 50. Dealing 300 points of physical or fire damage to the ice also shatters it.

Additionally, each round the creature is caught in the ice, it takes 3d6 points of cold damage and risks drowning (see page 304 of the DMG).

Using this attack consumes 1 hour's worth of activity time (3600 rounds).

Trample (Ex): As a standard action during its turn each round, Kiryu can run over an opponent of Gargantuan size or smaller. Kiryu merely has to move over the opponent.

The trample deals 4d12+10 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a - 4 penalty. If the opponent does not make an attack of opportunity, she can attempt to make a Reflex save (DC 65) for half damage. The DC is strength based.

Using this attack consumes no active time.

Megalith Assault (Su): Once every 1d4 rounds as a full round action, Kiryu can make the following attacks simultaneously: use his breath weapon twice, launch 24 concussion missiles, 16 heat seeking missiles, fire his ray attack 8 times and use his Zero Cannon once. All of these attacks conform to the normal versions of the attacks described above. After using this attack, Kiryu is stunned for 1 round as his system's cool down.

Using this attack consumes two hours worth of active time (7200 rounds).

Adamantine Body (Ex): Kiryu's entire body is constructed from adamantine. This gives him an additional damage reduction of 5/-, and makes all of his physical attacks ignore hardness less than 20 when he strikes objects. Because of the durable nature of adamantine, Kiryu also receives 233 bonus hit points (already factored in above) in addition to the normal bonus hp for a colossal construct.

Divine Construct: In addition to the normal construct traits (pg. 307 of the MM), Kiryu is immune to all effects that attack metal, including rust monster attacks. In addition, because of his divine spirit, Kiryu has maximum hit points per hit dice and all of his saves are good saves. If Kiryu is reduced to 0 hit points, he returns to life if he is brought above 1 hit point, usually by fire magic. He can also regain hit points by being repaired like a normal construct.

Immunity to Magic (Ex): Kiryu is immune to all spell and spell-like abilities that allow for spell resistance. Certain spells and effect have a different effect than usual on him.

Any electrical attack that targets Kiryu does no damage to him. Instead, for every dice of damage that the electrical attack would have dealt, Kiryu regains 1 minute's worth of activity time (60 rounds).

Whenever Kiryu is targeted by a fire-based attack, he takes no damage and regains 1 hit point for every dice of damage that he would normally suffer.

A Make Whole spell affects Kiryu like a simultaneous Heal and Regenerate spell.

Limited Energy (Ex): While Kiryu's divine magic is virtually limitless; his physical form is not so fortunate to be blessed with a continuous well of power. As such, he can only function for short periods of time, and using his special attacks reduces the duration of his active cycle.

On average, Kiryu can only be active for 3d4 hours at a time (1 hour = 3600 rounds). Each round that he is active, Kiryu consumes one round's worth of energy. When he uses a special attack, he loses the energy described under the special attack in addition to the energy he loses for just being active for the round. Once his active time has elapsed, he must remain inactive for 3 hours to sufficiently recharge himself. While inactive, he is completely helpless. However, his magical immunities, energy resistance and damage reduction still make him difficult to injure during this time. Kiryu's Worship and Worshipers

Kiryu is known as the Machine King, as his very nature is based on technology and the proliferation of the same. Though he is extremely powerful, he is also one of the least worshiped of all the gods. This stems from the fact that most of the world's intelligent races don't trust technology or science, instead preferring magic. As such, Kiryu is only a lesser god in status, even though he could battle most of the greater gods on equal terms.

The only place that Kiryu's worship is actively practiced in the open is in the city state of Technali. In this isolated city- state, magic and science merge together and form the foundations of one of the most productive societies in the entire world. The city-state, however, is not well trusted by its neighbors. First and foremost, Technali is a highly conservative theocratic state, where the government is rigidly lawful and cold when it comes to the running of all of its functions, as dictated by the edicts of the Kiryu doctrine. The rare visitor who goes to Technali is often astounded by the banal and sterile nature of the city. Buildings are constructed of shining steel, and the sound of machinery running is everywhere. Constructs walk the ramparts ready to attack invaders, and cyberneticly enhanced soldiers patrol for lawbreakers. For those not accustomed to the sight of technology, Technali is a frightening and confusing place. For those who grew up in there, it is the only civilized place in the world.

Kiryu's worship is all but unknown anywhere else. As mentioned above, Kiryu is greatly feared everywhere but Technali. The only time anyone not from Technali invokes his name is during the creation of constructs. Despite their fear, it is believed that without Kiryu's blessing, the construct will not function properly. There seems to be some truth to these myths, as constructs created without invoking Kiryu's name tend to go berserk more often than those who were.

As Kiryu is attributed to metal, many smiths learn Technali forge chants to call upon the Machine King's blessing when forging metallic objects. These smiths form the only non-Technali faction of Kiryu's worshipers. Many smiths in the lands of other gods pay lip service to the dominant god of the land, but in truth revere Kiryu. Unlike the highly regimented followers of Technali, Kiryu's smith worshipers are often isolated individuals who follow the edicts of the Machine King in their own individual way. This practice is done in secret, for while Kiryu is accepted in Technali, he is feared greatly elsewhere, and the last thing a smith wants is to have his neighbors fear him for worshiping such a dread god.

Among the races that worship him, Kiryu's flock is almost exclusively human. Because Technali's population is almost completely human, and Kiryu's worship is found almost nowhere else in the world, humans make up nearly 98% of all the Machine King's worshipers. The only other race that has even a sizable population of Kiryu's worshipers is the dwarves, because among the common races, they are the only ones who are as orderly and potentially ridged as Kiryu's doctrines demand. Dwarves that worship the Machine King are often smiths, and are usually the best at what they do. In fact, Technali's most sizable non-human population is dwarven. In non-Technali dwarven communities, it is not uncommon for at least one in ten dwarves to worship Kiryu, though like the other common races, this worship must be done in secret.

Kiryu is a god of protection, not tyranny, and his doctrine requires that the strong protect the weak, and that all people live in harmony under the law. This creates an interesting quality in his worshipers. Kiryu seems to refuse to grant his blessings to those with evil hearts. So, even though he is lawful neutral in nature, his worshipers can be any non-evil, non- chaotic alignment, though most fall into the lawful neutral category. Kiryu's followers, while they abhor the idea of conquest, are not adverse to the ideal of liberation. The Machine King's worshipers are among the first to strike out against a tyrant who harms his people, and are among the most fervent enemies of the nations of the evil gods.

Kiryu has a strained relationship with almost every other god. Among the good gods, Kiryu battles Battra and Biollante the most often, for he represents technology, and they represent nature. Mothra seems content to leave Kiryu alone, as the two rarely have reason to fight, though their relationship is far from a warm one, and the young Leo also seems to leave well enough alone. Gamera is probably the only god that has even a reasonably close relationship with Kiryu. Because both Kiryu and Gamera are devoted to the protection of life, they share a common interest. Though their relationship isn't warm, they don't actively dislike each other.

Both Godzilla and Rodan vehemently dislike Kiryu. Godzilla dislikes Kiryu because he seems to dislike everything man made, and the fact that Kiryu bears a slight resemblance to himself. Rodan seems to dislike Kiryu because of Kiryu's lawful nature. As an embodiment of chaos, Rodan and Kiryu can't help but fight. Still, given Kiryu's considerable battle power, such conflicts are extremely rare. Kiryu by his very nature is an enemy of every evil god, though he bears a particular animosity towards Legion and SpaceGodzilla. His dislike of SpaceGodzilla is understandable, as the Cosmic Titan is en engine of pure destruction and hate, while Kiryu believes in order and muted emotions. Though the two have battled on occasion, Kiryu was almost inevitably the victor, due simply to the fact that his combat power exceeds that of even SpaceGodzilla. Kiryu's enmity towards Legion stems from one of principle. Kiryu believes in order, and so does Legion, but where Kiryu is interested in protecting people and letting them prosper under the protection of the law, Legion is interested in enslaving all life and integrating it into her massive hives. Because Kiryu detests tyrants above all else, he and Legion are deadly rivals. Though the animosity between the two hasn't led to open war yet, it is believed by both sides that a conflict will be inevitable. For Kiryu's part, he knows he won't be the first one to throw down the gauntlet in the battle, but he will be the one to finish it. Colossal (Long) Magical Beast (Lawful, Evil, Legion, Intermediate Goddess)

Hit Dice: 57d10+1083 (1396 hp) Initiative: +3 (+4 Improved Initiative, -1 Dex) Speed: 30 ft. (6 squares), Burrow 30 ft. (6 squares), Fly (Poor) 50 ft. (10 sqaures) AC: +51 (+20 natural, +20 deflection, +10 divine (profane), -1 Dex, -8 Size), Touch +31, Flat-footed +51 Base Attack/Grapple: +57/+90 Attacks: Claw +76 melee (3d6+17) Full Attack: 2 Claws +77 melee (3d6+17), Gore +75 (4d8+8/18-20, X3) Space/Reach: 20 ft./35 ft. Special Attacks: Trample, Improved Grab, Beam Attack, Energized Tendrils, Spawn Swarm, Spell-like abilities Special Qualities: Divine Qualities, Blindsight, Energy Shield, Queen of the Legion, Energy Resistance 50 (Sonic, Electricity, Fire, Cold), SR 74 Saves: Fort +42, Ref +29, Will +21 Abilities: Str 45, Dex 9, Con 48, Int 3, Wis 14, Cha 37 Skills: Concentration +39, Listen +24, Spot +24 Feats: Ability Focus (Beam Attack), Alertness, Augmented Summoning, Awesome Blow, Cleave, Diehard, Endurance, Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (Gore), Improved Initiative, Improved Overrun, Improved Sunder, Multiattack, Power Attack, Quicken Spell-like Ability (Summon Monster IX), Weapon Focus (Claws and Gore) Climate/Terrain: Any Land Organization: Solitary or Colony (1 + 2d100 Symbiotic Legion) Challenge Rating:58 Treasure: None Alignment: Always Lawful Evil Advancement: - Domains: Animal, Death, Evil, Law, Legion* Holy Symbol: A crystalline insect * New Domain

Legion is one of the oddest of the evil gods, which is difficult to say, considering the aberrancy of the gods in general. While most of the other evil gods are in part interested in creating destruction or pain, Legion's only goal seems to be to spread her influence to all areas of the globe, and either subjugate all other life or introduce it into her massive swarm. While this might seem more benign than the destructive rampages of Destoroyah or King Ghidorah, Legion is not a benevolent god, for she and her followers are brutally efficient and ruthlessly cold when it comes to bringing new organisms into the swarm and slaughtering those who are not subjugated to its will.

Legion superficially resembles a massive insect with a glassy, silver exoskeleton, a large crown-like crest behind its head, and a long blade-like horn. Below her head there is a massive bulb, which contains her ovaries, and is capable of spawning a massive swarm of symbiotic legion insects at will. When attacking, Legion can open her horn, revealing an energy matrix capable of creating a powerful particle beam. Also, she can extend a dozen energetically charged tendrils from this spot to burn and pierce her foes to death. Legion measures close to 200 ft. long and has a width of about 75 ft. Legions clerics can chose from the following domains: Animal, Death, Evil, Law, Legion. Her cleric's favorite weapons are the light and heavy lance.

Combat:

Legion, like most other kaiju gods, revels in combat. Her preferred method of attack against other kaiju is to keep at a distance and use her particle beam attack. Against non-kaiju, Legion prefers to simply trample her opponents. If foes show an ability to harm her, she will release a swarm of symbiotic legion and cast a Quickened Summon Monster spell to deal with the problem, or at least provide a distraction so that she can gain an advantage. If seriously injured, Legion will retreat below ground to heal and fight another day.

Legion's natural weapons are considered epic, evil and lawful for the purposes of overcoming damage reduction.

Beam Attack (Su): Once every 1d4 rounds, Legion can open her nasal horn and release a powerful particle beam attack. The beam forms a line 300ft long and 10ft. in diameter. Any creature caught in this line takes 20d8 points of force damage, but can reduce the damage to half with a successful Reflex save (DC 59). The beam always continues to its maximum range, regardless of any obstructions, including enemy creatures. The save is Constitution based.

Improved Grab (Ex): In order to use this ability, Legion must hit an opponent of colossal size or smaller with her claw attack. If she hits, she can start a grapple as a free action without provoking an attack of opportunity. If she gets a hold, she deals claw damage each round the hold is maintained, and gets a +10 circumstantial bonus to her gore attack. If she chooses to use her beam attack on a grappled foe, the creature held does not get a saving throw to reduce the damage to half.

Trample (Ex): As a standard action during her turn, Legion can run over an opponent of Gargantuan size or smaller. To use this attack, she merely has to move over her foe.

Any creature Legion tramples takes 4d12+17 points of crushing damage, but can make a Reflex save (DC 55) for half damage. Those who don't chose not to make a Reflex save can make an attack of opportunity against Legion, but the attack receives a -4 penalty. The DC is Strength based.

Energized Tendrils (Su): As a standard action once every 1d4 rounds, Legion can release up to twelve searing tendrils from the particle lens inside her nasal horn. In order to hit with the tendrils, she must make a ranged touch attack for each tendril. For each tendril that hits, it inflicts 3d6 points of fire damage and 1d6 points of piercing damage.

Legion can either use this attack instead of her beam attack. After using either one, she must wait for 1d4 rounds before using either of them again, but she can alternate between the two at will. However, if her nasal horn is somehow destroyed, she can only use this attack, and loses her beam attack.

Spawn Swarm (Ex): Once every 1d3 hours, Legion can spawn a swarm of 20d10 Symbiotic Legion insects from her abdomen as a full round action. Such a swarm can act immediately, and appear directly in front of Legion, filling a cloud 5 feet x 5 feet x 5 feet per insect in the swarm.

Spell-like Abilities: At will: Dominate Monster (DC 32), Legion's Boon (DC 29), Legion's Gift (DC 31), and Summon Monster IX (evil or lawful creatures only). Caster level 57th. The save is Charisma based

Blindsight (Ex): Legion perceives the world through sensing the flow of energy thought all mater. Her vision is not impaired thorough darkness, as that does not mask the flow of energy though the objects around her.

Energy Shield (Su): On any round, Legion can forego her normal attacks by taking a full round action. If her foe uses an energy attack, such as a breath weapon, spell or beam attack, Legion can create an energy shield around her that negates the attack's energy. The shield negates the first 200 points of energy damage that Legion would suffer that round, which does not count towards her normal energy resistance.

Legion can't use this special power if she has lost over 167 hit points, for such damage would mean that her crown has been injured, and thus disabled.

Queen of the Legion: Legion has the ability to communicate in the Legion tongue with any creature that also possesses the Legion subtype. All other creatures with the Legion subtype are incapable of attacking Legion directly or indirectly, and will always act as though under the effect of a charm spell while in her presence, even giving their lives if necessary to protect their queen. If Legion attacks another creature with the Legion subtype, that creature is considered to have AC 0, and does not gain any saving throws to avoid damage from her special attacks, so strong is Legion's influence over her "children.

Legion's Worship and Worshipers

Among one of the most widely worshiped of the evil gods, Legion and her followers are exactly what her name suggests: they are legion. Her agents cover the globe; from simple vermin to monstrous aberrations to humanoids debase enough to worship her. Aptly nicknamed the Slaver Queen, Legion's worship has spread like an infection through the heart of all life on the planet. Nothing living is save from the Slaver Queen's influence, as her worshippers have been granted special magical powers to introduce new creatures into the swarm, by force if necessary.

Legion has barely any informal worshippers. Few creatures want to draw the attention of the Slaver Queen, for such attention would bring her followers down upon them, forcing them either to join the swarm or be killed.

However, among her formal worshippers, Legion is the be all and end all of existence. Any creature with the Legion subtype, or that joins (by choice or not) Legion's faith is devoted to her in heart and soul.

The symbiotic legion insects, Legion's own spawn, are her most loyal and devoted servants. Though lacking intelligence, these insects act as almost an extension of Legion's will, destroying those who have displeased her, or heralding her appearance when she is on the move. The appearance of these silvery beetle-like creatures is often a sign that Legion is approaching.

Other creatures that worship Legion include many insect-like monsters, such as Chuul, Ettercaps, evil Remorhaz and a large number of Fiendish Vermin. Also, a sizeable number of Formian nests serve her, along with several Gelugon devils. Like all other creatures in her swarm, these creatures are fanatically loyal to their queen.

Among the humanoids that worship her, humans are the most common, with a fair number of evil dwarves as well. Such worshippers work in secret, slowly corrupting those around them and eventually introducing them into the swarm.

Finally, thanks to the powerful spells Legion's Boon and Legion's Gift that she grants to her followers, as well as the magical potion Legion's Blood that her strongest clerics produce, Legion has a large number of creatures that would normal not have the temperament or nature to join the swarm under her sway. Thanks to these dangerous spells, Legion has many beings under her sway, including numerous communities of humanoids, a large number of powerful outsiders, several dragons, and even, as unlikely as it might seem, at least two non-divine kaiju.

Because Legion has such a diverse group of worshippers, there is no typical appearance that they take. Anyone can be a part of the swarm, from a simple street beggar to a powerful political figure, such as the leader of a nation. Most humanoids that worship Legion show their devotion to the Slaver Queen by wielding lances in combat. Some worshippers also tattoo images of insects over their hearts to show their loyalty to the swarm.

Legion and her swarm have, not surprisingly, very poor relationships with the other gods and their worshipers. The good gods, particularly Gamera and Battra find the Slaver Queen's nature abhorrent, as it is dynamically opposite of their own. Both Leo and Mothra find Legion to be a blight upon the world, and the worshiper's of Biollante find Legion's followers enslavement of natural creatures repulsive.

The neutral gods are fairly indifferent to Legion, though Kiryu's worshippers oppose Legion quite often, as the Slaver Queen's actions run counter to the values of protection that the Metal Guardian's followers believe in.

Among the evil gods, only Iris seems to have any respect for Legion, though he also covets her power and ability to inspire such fanatic loyalty in her followers. SpaceGodzilla and King Ghidorah, because of their chaotic nature, often run afoul of Legion's plans, and thus the followers of these gods are often at odds with each other. Often this conflict leads the followers of Legion into skirmishes with the servants of the other evil gods. Such conflicts often cost either side a great deal of warriors, but Legion's followers are often the quicker to recover, because of their ability to work together as a coherent whole. Despite this, Legion's followers, and the goddess herself, prefer to avoid open conflict with SpaceGodzilla and King Ghidorah's followers, as such battles cost them precious resources, and also risk drawing the attention of the two more powerful destruction gods.

For the time being, Legion seems content to amass power and grow stronger, until one day she is dominant enough to take control of all life on the face of the world, including the other gods. Colossal (wide) Magical Beast (Good, Greater goddess)

Hit Dice: 60d10+780 (1110 Hp) Initiative: +19 (+15 Dex, +4 Improved Initiative Speed: 5 ft. (1 square), fly130 ft. (average) (26 squares) AC: 62 (+15 Dex, +13 Deflection, +18 Divine (sacred), Natrual +15, Size -8), Touch 47, Flat-Footed 47 Base Attack/Grapple: +60/+81 Attacks: Claws +57 melee (4d6+5) or 1 slam +67 melee (4d8+5) Full Attack: 2 Claws +57 melee 4d6+5 or 1 slam +67 melee (4d8+5) Space/Reach: 110 ft. by 290 ft./10 ft. Special Attacks: Energized Attack, Ray Attack, Seal energy, Windstorm, Spell-like abilities Special Qualities: Divine Qualities, Energy Resistance 50 (force, fire, radiation, electricity, cold), True Seeing, Absorb Good Magic, SR 77 Saves: Fort +47, Ref +47, Will +28 Abilities: Str 20, Dex 40, Con 36, Int 10, Wis 22, Cha 45 Skills: Concentration +34, Listen +29, Sense Motive +27, Spellcraft +21, Spot +29, Tumble +38 Feats: Acrobatic, Alertness, Diehard, Dodge, Empower Spell, Endurance, Flyby Attack, Great Fortitude Hover, Improved Initiative, Improved Precise Shot, Improved Spell Capacity x4 (B), Iron Will, Maximize Spell, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Purify Spell*, Shot on the Run, Weapon Finesse (Slam), Wingover Climate/Terrain: Any Land or Sky Organization: Solitary Challenge Rating:62 Treasure: None Alignment: Always Neutral Good Advancement: - Domains: Air, Good, Healing, Magic, Protection, Travel Holy Symbol: White Stylized circle

* New Feat described in the Book of Exalted Deeds. If you do not have this book, replace this feat with the Extend Spell feat Mothra is the eldest member of the Triad, the three guardian moths of the world. Along with her sister Battra and son Leo, the Triad forms the only formal circle of kaiju gods known to the world. Mothra is often considered the gentlest of the three, and prefers to spend her time peacefully meditating in her lair, giving healing energy to those who come an see her. Yet, she is not completely passive, for if a threat appears, Mothra is one of the first gods to mobilize and strike out against it. While not as destructive as her sister, and not as reckless as her son, Mothra is still a great force to be reckoned with, as she has the wisdom of the ages at her disposal, and is more than capable of defeating her enemies.

Mothra resembles a massive moth, with an enormous wingspan of well over 575 ft. Her wings are covered in a colorful pattern of stripes and eyespots. Her body is close to 110ft long, and is covered in orange and white fur, giving her a soft appearance. Her antennae are white and feathery, and her large blue eyes seem to sparkle with inner peace and wisdom. Mothra's legs, though tipped with claws, are not particularly menacing in appearance, and look so frail that they would not seem capable of supporting her massive body, yet somehow they do. Priests that pray to Mothra can cast spells from the Air, Good, Healing, Magic, Protection, and Travel domains. Her favorite weapon is the javelin.

Mothra can speak the Mothra language, which consists of chirps, whistles and shrieks shared between her and her son and sister. He understands Celestial, Auran and Sylvan, but lacks the verbal apparatus to speak them.

Combat:

If Mothra could, she would prefer not to fight. However, if the planet is threatened, or an evil kaiju appears, the goddess will not hesitate to attack. Against other kaiju, Mothra will begin combat with her energy rays, then follow up with a Seal Energy attack, attempting to subdue them. Should that fail, she will energize her body with holy energy and attempt to slam her opponent until it goes down, all the while firing energy beams. If outmatched, she is not above temporarily retreating to recover and muster her son and sister to help her fight. Against smaller opponents, she simply uses her windstorm ability to knock them away. If they show an ability to hurt her, she will use Seal Energy to bind them.

Mothra's natural weapons are considered epic and good for the purpose of overcoming damage reduction.

Energized Attacks (Su): As a standard action once per minute, Mothra can charge her body with energy. This effect lasts for 1d4+1 rounds, during which time all of her physical attacks deal an additional 3d6 points of force damage.

Energy Ray (Su): Once every 1d4 rounds, as a standard action, Mothra can fire a pair of energy beams from her antenna. If she makes a successful ranged touch attack, the beams deal 15d8 points of force damage. Evil creatures suffer an additional 2d8 points of holy damage from this attack. Mothra can apply her Point Blank Shot and its derivative feats to this attack. These rays have a 300-foot range and no range increments.

Seal Energy (Su): As a full round action once per minute, Mothra can create a field of negation energy. To use this ability, Mothra must be flying at the time, and has to hover, but can maintain it indefinitely so long as she doesn't move more that 5ft in a round. All creatures under her at the time must make a will save (DC 57) or suffer the effects of a hold monster spell, even if they are normally immune to such effects. Beings of god status or those who make the save are instead considered staggered, not held, while within the area of effect, and can't move. Also, so long as Mothra maintains the energy field, every creature within its radius takes 3d6 points of force damage, and 3d6 points of electrical damage, per round, regardless of whether or not they resisted the hold effect. If she takes more than 30 points of damage in a round, or is forced to move, the field ends.

In addition, any time an energy attack, such as breath weapons and spells, or effect enters the area, it dissipates into the field and affects all creatures within, regardless of the original dimensions of the attack. Thus, if a sorcerer were to resist the hold and managed to cast a lightning bolt would find the spells electrical energy spread out through the field, dealing damage to him an all of his allies caught in the effect. Mothra and Batra are fond of using the field's effects to double team an opponent. Mothra will create a Seal Energy field, while Batra fires her prism beams into the field, thus increasing its potency.

Alternatively, Mothra can create a binding circle. In order to do so, she must fly in a circular pattern at least 500ft in diameter for at least two minutes. After this time, all beings, including gods, within the field suffer the effects of a binding spell, with the effect of bound slumber. There is no saving through against this ability, but if Mothra suffers damage during the binding circle's creation, the effect fails. The effect lasts until a specific condition is meet, such as a specific item is removed from the area, or a special condition is met. Gods of equal status than Mothra are merely bound for three years.

The saves against this attack are charisma based.

Windstorm (ex): As a standard action, Mothra can create a powerful blast of wind by flapping her wings. This blast creates a 200-foot cone of hurricane force winds. All flames within this region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks within the area are impossible. Creatures of mediums-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10 ft. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of large size on the ground are knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet. Spells: Mothra can cast spells as a 20th level cleric with access to any of her domains. In addition, she can choose to spontaneously cast any of her domain spells by sacrificing a spell of the same level or higher, just as a cleric can spontaneously cast cure spells. Mothra casts her spells as spell-like abilities, and does not need any components. Typical Cleric Spells Prepared: (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1/3+1/1+1; DC 16 + spell level): 0-level - Create Water, Detect Magic, Detect Poison, Guidance, Mending, Resistance; 1st -Bane, Bless, Divine Favor, Entropic Shield, Longstrider (D), Protection From Evil, Sanctuary, Shield of Faith; 2nd - Aid, Calm Emotions, Enthrall, Make Whole, Remove Paralysis, Sound Burst, Wind Wall (D), Zone of Truth; 3rd - Dispel Magic, Invisibility Purge, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light; 4th - Dimensional Anchor, Freedom of Movement, Restoration, Sending, Dismissal, Holy Smite (D), Lesser Planar Ally; 5th - Atonement, Break Enchantment, Control Winds (D), Dispel Evil, Empowered Prayer, Flame Strike, Hallow; 6th - Banishment, Blade Barrier (D), Forbiddance, Heal, Maximized Searing Light, Undeath To Death; 7th - Greater Restoration, Holy Word, Mass Cure Serious Wounds, Quickened Remove Curse, Regenerate (D); 8th - Antimagic Field, Dimensional Lock, Discern Location, Earthquake, Whirlwind (D); 9th - Gate, Miracle, Mordenkainen's Disjunction (D), Sanctified Mass Inflict Critical Wounds, True Resurrection; 10th - Implosion, Mass Heal, Maximized Chain Lightning (D), Quickened Heal; 11th - Empowered Elemental Swarm (D, Air only), Empowered, Sanctified Mass Inflict Critical Wounds

True Sight(Su): Mothra is continually under the effects of a True Seeing spell, as though cast by a 20th level sorcerer. She can suppress and resume this power as a free action.

Absorb Good Magic (Su): Whenever Mothra is the target of a spell that has the good descriptor, the spell automatically fails to overcome her spell resistance and allows her to store the energy as if Mothra were a rod of absorption. Mothra can store 52 spell levels at any given time, and can use the spell levels as if she were using a rod of absorption. This ability ignores any spells that Mothra herself casts.

Mothra's Worship and Worshipers

Mothra is one of the most beloved goddesses in the world, and thus has a great number of worshipers, both formal and informal. Most of her informal worship comes from those who wish for healing and protection in a harsh and unforgiving world. These people often pray to Mothra when afraid or when a loved one is sick, seeking the goddesses aid when times are tough. Because Mothra is a benevolent goddess, she sometimes answers these prayers, helping heal the sick or protecting the weak. Mothra's compassion and love of life is nearly boundless, and she can't stand to see those around her suffer.

Another aspect of the Sacred Guardian is that of the goddess of good magic. Most good wizards, sorcerers and bards owe allegiance to Mothra, even if they are not formally worshiping her. As the goddess of good magic, she is also considered the source of healing magic, which is not far from the truth. Out of all the gods, Mothra's clerics tend to wield healing magic the most proficiently, and with the most compassion. While her son shares in her healer aspect, it is Mothra that is thought to be the primal source of all healing spells.

Mothra's formal worshipers are almost as common as her informal worshipers. Among the Triad, Mothra has the greatest number of clerics. Mothra clerics are often healers or guardians, and either wanders the land healing and protecting, or set up a temple in a town and settles down. These clerics come from all the major races, but are made up mostly of humans and elves. Most nations are happy to accept Mothra clerics, save those devoted to the evil gods, and even they are willing to allow the clerics passage, for the clerics of the great moth often leave health and joy in their wake.

Mothra's temples are often open to the public, and offer healing and protection at low cost. Such temples are often elegantly designed with beautiful murals and statues of the great guardian moth. Temples are always brightly lit and welcoming, and those who enter can often expect to hear the holy songs of the goddess being sung.

Even though Mothra's human and elf clerics are most often seen, they are not the most gifted of Mothra's worshipers. The Elias, a diminutive race of fey are Mothra's most devoted clerics, often communing with the goddess directly. Mothra takes special offense if her chosen among the Elias are threatened or injured, often coming to their direct aid. In cases such as these, even the normally passive and kind goddess will become violent. Several cities across the land have been leveled simply for the act of threatening the Elias.

Mothra's worshipers often dress in elegant gowns and robes when not adventuring. Among Elias followers, extravagant dresses are popular. Adventuring clerics of Mothra often wear armor decorated with the symbol of their goddess, and wield javelins in combat, which they claim represent the goddess's energy beam attacks. Mothra priests prefer not to fight, but are deadly adversaries if confronted, especially if that conflict is related to protecting any Elias present. Many a thief has learned this the hard way when they sought to exploit the Elias for their own selfish ends.

Not surprisingly, Mothra gets along well with her son Leo and her sister Battra, whom form the Triad, the three guardian moths of the world. The Sacred Guardian also gets along well with the priests of Gamera and Biollante, though the relationship between these two groups isn't as warm as those between the Triad.

Mothra is often at odds with Godzilla, as the destruction Godzilla causes runs counter to the protective and nurturing nature of the goddess. However, when a great enough threat to the world appears, the two have been known to work together to fend it off. Mothra's order has little to do with the Rodan, for his actions rarely cause any long term harm, and while her relationship with Kiryu is not a warm one, they are prone to just let the other be, so long as they don't interfere with the other.

Mothra is violently opposed to most of the evil gods, particularly Desghidorah and Destoroyah. There is also a strong animosity between Mothra and King Ghidorah and Space Godzilla. These four gods, whom are most devoted to destruction, run into conflicts with the Sacred Guardian quite often. Though outright battles are rare, on the occasions that Mothra fights one of these gods, she is often backed up by her son and sister. Such conflicts often end in the favor of the Triad. While Mothra dislikes Iris, she sees little reason to oppose him directly. The slaver queen Legion has a special place in the Sacred Guardian's heart, though it is not a pleasant one. Of all the other gods, Legion is probably the only one that Mothra actually hates, for Legion's goals mean taking away the freedoms and hopes that people have and replacing them with cold, insect-like ruthlessness. Mothra, patroness of life and hope, despises Legion with a passion rarely seen in the normally benign goddess. Colossal (Wide) Magical-Beast (Greater God, Law, Good)

Hit Dice: 80d10+1120 (1560 hp) Initiative: +21 (+17 Dex, +4 Improved Initiative) Speed: 5 ft., Fly 150 ft. (Good) AC: +84 (+20 natural, +20 Deflection, +20 Divine (sacred), +5 Luck, +17 Dex, -8 Size), +64 Touch, +67 Flat-footed Base Attack/Grapple: +80/+111 Attacks: Claw +87 melee (4d6+5) or 1 Slam +87 melee (5d8+7) Full Attack: 2 Claws +87 melee (4d6+5) or Slam +87 melee (5d8+7) Space/Reach: 20 ft./30 ft. Special Attacks: Cross Heat Laser, Sparkling Pyre Road, Mega beam, Seal Energy, Sun Strike Buster, Excel Geo Crush, Windstorm, Energized Attacks Special Qualities: Divine Qualities, Aqua form, Armor Form, Light-speed form, Micro Form, Energy resistance (acid, cold, electric, fire, force, radiation, sonic) 50, Fast healing 1, See Invisibility, Paladin Qualities, SR 83 Saves: Fort +75, Ref +78, Will +51 Abilities: Str 20, Dex 44, Con 38, Int 15, Wis 22, Cha 45 Skills: Bluff +72, Concentration +69, Intimidate +72, Listen +64, Spot +63, Tumble +75 Feats: Acrobatic, Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great Fortitude, Hover, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Spell Capacity (X3), Iron Will, Lightning Reflexes, Mobility, Multiattack, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (Cross-Heat Laser), Wingover Climate/Terrain: Any Land or Sky Organization: Solitary Challenge Rating:82 Treasure: None Alignment: Always Lawful Good Advancement: - Domains: Air, Good, Healing, Law, Magic, Protection, Radiance*, Sun, Travel, Transformation*, War, Water Holy Symbol: A golden stylized circle * New Domain Reckless, willful, and impulsive, these are all traits often assigned to the youngest of the Mothras. Valiant, honorable, carefree, and righteous are also things used to describe Leo. The Shining Guardian is all of these things, and quite a bit more besides. As one of, if not the, most powerful of the kaiju gods, Leo could be a deadly threat to all life on the world were he to turn his powers on its denizens. But, like his saintly mother, he uses his powers only to protect and nurture life. Fortunately for those that walk in the path of virtue, Leo's presence is a blessing. For those who walk the path of corruption and malevolence, his righteous might is a deadly curse. Truly, the Shining Guardian is a creature of many aspects.

In his normal form, Leo resembles a massive moth with feathery antennae, slightly pointed eyes and three lustrous black jewels on his forehead. His body is sleeker than either his mother or aunt, and his body is covered in black and white fur. What makes Leo stand out the most is his gargantuan, rainbow colored wings. However, Leo has the capacity to transform into a powerful aqua, light-speed or armor form. His wingspan remains about 290ft. in any form, and his body is roughly 100ft. long.

While he is much like the other Kaiju gods, Leo's existence is something far greater. More powerful than almost any other god, Leo controls a vast number of domains, which he can grant to his priests. Leo clerics can chose from the following domains: Air, Good, Healing, Law, Magic, Protection, Radiance, Sun, Travel, Transformation, War and Water. His favorite weapon is the katana or longsword.

Leo can speak Mothra, a special language of chirps, whistles and shrieks shared between him and his mother and aunt. He understands Celestial, Draconic and Auran, but lacks the verbal apparatus to speak them.

Combat:

Most creatures would rather slowly gnaw off all their own limbs than enter a battle with Leo. As a being of almost pure power and will, he is probably the last creature any being, including the other gods, would ever wish to fight. Leo, for his part, doesn't seem to mind this state of affairs, preferring to peacefully rest in his lair, or simply fly around, playing in the splendors of nature. However, when called into battle, Leo's normally peaceful and carefree nature almost seems to melt away, and his martial side manifests, for while he is normally a very gentle god, when angered, he is one of the most destructive forces known to exist. Many creatures have learned the hard way that Leo is not a being one should trifle with.

Leo often enters combat with his Cross Heat Laser attack, using it as a way to "test the waters" when it comes to his foe's strength. If the Cross Heat Laser seems effective, then he will simply continue to use it, rather than use any of his "big guns." Should the Cross Heat Laser seem less effective, he will continue to use the beam attack, while adding in his other special attacks to keep his enemy off guard, all the while using his feats to weave around his opponent to keep them off balance, or shifting into one of his other forms if the situation warrants it. Also, because he is more intelligent than the average kaiju god, he is capable of forming complex plans of attack.

Leos natural weapons are considered epic, good and lawful for the purposes of overcoming damage reduction.

Cross Heat Laser (Su): As a standard action once every 1d4 rounds Leo fire three beams from the jewels embedded on his forehead, but they count as a single ray for the purpose of attacking. To hit, Leo must make a ranged touch attack, and if he hits, the beams inflicts 15d6 points of force damage. This attack has a range of 300 ft. with no range increment. Leo can apply his Point Blank Shot feats to this attack, including Rapid Shot.

Sparkling Pyre Road (Su): As a standard action once every 1d6 rounds, Leo can create a burst of energy that travels along the ground, manifesting as a series of blue energy spikes that erupt from the ground. The Sparkling Pyre Road starts at Leo's position and travels in a line 20ft. wide, 100 ft. tall and 300 ft. long in the direction of Leo's choosing. All creatures in the path of the Sparkling Pyre Road take 10d6 points of damage, but can make a reflex save for half (DC 64). Structures in the path of the Sparkling Pyre Road are affected as if subject of an earthquake spell cast by a 20th-level sorcerer. The DC is Constitution based.

Mega Beam (Su): As a standard action once every 1d6 rounds, Leo can create a brilliant beam of light originating from the underside of his thorax. The beam measures ten feet in diameter, and reaches 400 ft. long. Any creatures caught in the beam take 10d8 points of electrical damage. A successful reflex save (DC 64) reduces the damage to half. The save is Constitution based.

Seal Energy (Su): As a full round action once every 1d10 rounds, Leo can create a field of negation energy. To use this ability, Leo must be flying at the time, and has to hover, but can maintain it indefinitely so long as he doesn't move more that 5ft in a round. All creatures under him at the time must make a will save (DC 67) or suffer the effects of a hold monster spell, even if normally immune to such effects. Beings of god status or those who make the save are instead considered staggered while within the area of effect, and can't move. Also, so long as Leo maintains the energy field, every creature within its radius takes 3d6 points of force damage, and 3d6 points of electrical damage, per round, regardless of whether or not they resisted the hold effect. If he takes more than 30 points of damage in a round, or is forced to move, the field ends. This save is Charisma based.

In addition, any time an energy attack, such as breath weapons and spells, or effect enters the area, it dissipates into the field and affects all creatures within, regardless of the original dimensions of the attack. Thus, if a sorcerer were to resist the hold and managed to cast a lightning bolt would find the spell's electrical energy spread out through the field, dealing damage to him an all of his allies caught in the effect.

Alternatively, Leo can create a binding circle. In order to do so, he must fly in a circular pattern at least 500ft in diameter for two minutes. After this time, all beings, including gods, within the field suffer the effects of a binding spell, with the effect of bound slumber. There is no saving through against this ability, but if Leo suffers damage during the binding circle's creation, he must make a concentration check or the effect fails. The effect lasts until a specific condition is meet, such as a specific item is removed from the area the like. Gods of equal status to Leo are merely bound for three years.

Sun Strike Buster (Su): Once every 1d8 rounds as a full round action, Leo can take a double move action, but can only fly in a circle. If he ends his move on the same space he began the round in, all creatures within the circle take 15d6 points of force damage. If he wishes, Leo can continue to fly in a circle for up to 1d4 rounds, but can take no other actions. Each round that he continues to move in a circle, all creatures within the circle take damage.

Additionally, for every round he maintains the Sun Strike Buster, every creature within must make a fortitude save (DC 67) or be stunned for that round. Creatures who make the save are only staggered. This save is Charisma based.

Excel Geo Crush (Su): Once every 1d10 rounds as a full round action, Leo can fly vertically from his starting position, and generate a field of intense gravitational disruption. All creatures within a 60 ft. burst around Leo when he uses this attack must make a fortitude save (DC 67), or suffer 20d6 points of crushing damage. A successful fortitude save reduces the damage to half. The save is Charisma based.

Windstorm (ex): As a standard action, Leo can create a powerful blast of wind by flapping his wings. This blast creates a 200-foot cone of hurricane force winds. All flames within this region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for si ege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks within the area are impossible. Creatures of mediums-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10 ft. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of large size on the ground are knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet.

Energized Attacks (Su): Once every 1d4 turns, Leo can charge his body with pure magical energy. This power lasts for 1d4+1 rounds, during which, Leo's melee attacks inflict an additional 3d6 points of force damage.

Microform (Ex): Once per turn, as a standard action, Leo can break apart into a swarm of 2d10+80 medium-sized versions of himself. These smaller Leo have Str 15, Dex 44, Con 38, AC 52 and 5 HD (99 Hp each) the same special qualities as his normal form, and are able to use the Cross Heat Laser and energized attacks powers. While in his microform, all of the smaller Leo still act as a single creature. In this form each of his smaller body's claws inflict 1d6+3 points of damage, and his slam deals 1d8+5 points of damage, while his Cross Heat Laser inflicts 2d6 points of damage and has a range of 60ft. Each of the smaller Leo Mothra are capable of a full set of actions each, and because they are all controlled by the same intelligence, they can act in a highly coordinated fashion.

When he returns to his normal form, the percentage of the microforms that are destroyed is deducted from his total hit points. Thus, if he broke up into 100 microforms, and ten were killed, he would reform with 90% of the hit points he had before breaking down into the microform. Returning to his normal form is a standard action, and he can remain in his microform for as long as he wishes.

Aqua Form (Ex): Once per turn as a standard action, Leo can transform into his powerful Aqua form. Returning to his normal form is a standards action, and he can remain in aqua form indefinitely.

Light-speed Form (Ex): Once per turn, as a standard action after taking the aqua form, Leo can assume his Light speed form. While in Light-speed form, he loses all other forms of movement save flight, which increases to 491,784,544 ft. but his flight maneuverability drops to poor. While in this form, he cannot do anything except take double move actions, and effectively loses all of his attacks,r normals o pecial. However, while in this form, he can use the Time slip special ability. Also, while in light speed form, it is impossible to hit Leo as he is moving. This form lasts for as long as Leo wishes. Returning to his normal form is a standard action, and he doesn't need to go through Aqua form to return to normal.

Time Slip (Su): As a free action while in his Light-speed form, Leo can either travel back or forward in time up to 65 million years. To use this power, however, a 20th-level Elia cleric that is devoted to him must use her Song Calling power to grant a miracle. Because of this, Leo rarely, if ever, uses this power.

Armor Form (Ex): Once per week, as a standard action, Leo can assume his Armor form. Returning to his normal form is a standard action, and he can remain in his armor form for 3d4 hours.

Fast Healing (Ex): Leo automatically heals 1 hp of damage per round so long as he has at least 1 hp. Fast healing doesn't restore hit points lost from starvation, thirst or suffocation, and doesn't allow Leo to regrow or reattach lost body parts.

True Seeing (Su): Leo is constantly under the effects of a True Seeing spell, as if cast by a 20th-level sorcerer. He can suppress and resume this power as a free action.

Paladin Qualities: Leo has all of the special abilities, including spells but not including a special mount, of a 20th level paladin. He can substitute any of his domain spells for a paladin spell of the same level, and casts his spells as spell- like abilities.

Typical Paladin Spells Prepared: (5/5/4/4/2/2/1; DC 16 + spell level): 1st- Color Spray, Cure Light Wounds (x2), Obscuring Mist, Protection From Evil; 2nd- Heat Metal, Light Bolt, Remove Paralysis, Spiritual Weapon, Zone of Truth; 3rd- Dispel Magic, Remove Curse, Searing Light (x2); 4th- Break Enchantment, Holy Smite (x2), Spell Immunity; 5th- Flame Strike, Ice Storm; 6th- Chain Lightning, Prismatic Spray; 7th- Omni Light Bolt

Leo's Worship and Worshipers

For such a powerful god, Leo has only a modest following, at least compared to his mother and aunt. While he has many worshipers, he is not one of the most widely worshiped gods in the world. Many creatures, even those of good alignment, fear Leo, simply because he is so powerful.

Most common folk consider Leo a symbol of justice and honor. His informal worship often includes those who pray for justice, and who believe in a code of honor. "Leo give me strength" is a common expression when someone is faced with a situation where his or her code of honor is tested. As the only lawfully good god, Leo has a large number of law enforcement officers and officials among his following. Also, he includes many sailors among his following, due partially too his aqua aspect. Many metal workers and miners revere Leo, due to the metallic nature of his armor form.

Leo's formal worshipers are most commonly monks and clerics. However, the most well known and blessed of all of Leo's followers are his holy champions: paladins. More than any of Leo's other followers, paladins embody all that is noble and true about the shining guardian, and are blessed by him with extraordinary powers to be used in the defense of the innocent and as tools for the destruction of evil. Like his blessed mother and aunt, Leo's emissaries are welcome in almost all nations and lands, due to their reputations as healers and protectors of the innocent. Leo paladins and monks can freely multiclass with the cleric, monk and paladin classes.

Leo is also highly revered among the Elias. In fact, many Elias that chose the life of an adventurer follow the youngest member of the triad. Elia paladins are quite common in communities that are devoted to the shining guardian, and even communities devoted to one of the other members of the triad often have one of Leo's representatives present. Elia holy orders of monks are almost exclusively devoted to Leo, and many of the Elia craftswomen and smiths are also followers of the shining guardian.

Among the other humanoids, the dwarves, gnomes and halflings follow Leo the most often. Humans also frequently follow the Shining guardian, as does the occasional elf.

Other creatures that revere Leo by and large are blink dogs, couatl, lammasu, guardian naga, assimar, and quite a few gold and silver dragons, as well as many of the lawfully good celestials. Any creature with a lawfully good alignment pays at least some tribute to Leo.

Leo's relationship with the other gods is quite simple. He and his followers get along well with the other members of the triad, as well as Gamera's priests.

The neutral gods have little to do with Leo, though Godzilla priests and Leo priests occasionally clash with each other, due to the Triad's long standing rivalry with the King of the Monsters. Young Leo's worshipers seem to be the most disinterested with the conflict with Godzilla's followers, but they will not hesitate to assist the other members of the Triad if they are needed.

Leo's priesthood is, by and far, the most likely of the triad to actively seek out and attempt to destroy the followers of the evil gods. Those that they often attack the most viciously are the followers of the destruction gods, particularly Desghidorah, Dagarha, King Ghidorah and Destoroyah. The battles between the champions of these evil gods and the followers of Leo are legendary in their ferocity. It is often due to the power of Leo's paladins and monks that the Leo factions are able win such battles, but Leo's followers do not believe themselves invincible, and fight with a fierce desire to protect the innocent and preserve life.

Among the evil gods, Leo seems to respect Iris the most, and the Assassin seems to return the sentiment. Though Iris and Leo's followers often come into conflict, there is a sort of respect among the paladins of Leo and the assassins of Iris. Both follow a code of conduct, and both have disciplined, rigorously trained minds. Despite the fact that the two factions often come into conflict, when these two groups square off, they each show the other side both the honor and respect that the other is due. Despite the moral dichotomy between the two gods and their followers, Leo and Iris seem to regard each other as worth foes. Colossal (Wide) Magical-Beast (Greater God, Law, Good, Aquatic)

Hit Dice: 80d10+1120 (1560 hp) Initiative: +21 (+17 Dex, +4 Improved Initiative) Speed: Fly 150 ft. (Good) (30 sqaures), Swim 120 ft. (24 squares) AC: +91 (+27 Natural, +20 Deflection, +20 Divine (Sacred), +17 Dex, -8 Size), +64 Touch, +74 Flat-footed Base Attack/Grapple: +80/+111 Attacks: Slam +107 melee (6d8+7) Full Attack: Slam +107 melee (6d8+7) Space/Reach: 20 ft./30 ft. Special Attacks: Cross-Heat Pulse Beam, Crescent Dash Beam Special Qualities: Divine Qualities, Aqua Form, Aqua-micro Form, Energy Resistance (acid, cold, electric, fire, force, radiation, sonic) 50, Fast healing 1, No-Breath, Wave Shield, Hydro snare, True Seeing, Paladin Qualities, SR 92 Saves: Fort +68, Ref +71, Will +48 Abilities: Str 20, Dex 44, Con 38, Int 12, Wis 22, Cha 45 Skills: Bluff +72, Concentration +69, Intimidate +72, Listen +64, Spot +63, Tumble +75 Feats: Acrobatic, Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great Fortitude, Hover, Improved Bull Rush, Improved Feint, Improved Precise Shot, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Weapon Finesse (Slam), Weapon Focus (Cross-Heat Pulse Beam), Wingover Climate/Terrain: Any Land or Sky Organization: Solitary Challenge Rating:82 Treasure: None Alignment: Always Lawful Good Advancement: - Domains: Air, Good, Healing, Law, Magic, Protection, Radiance*, Sun, Travel, Transformation*, War, Water Holy Symbol: A golden stylized circle * New Domain When a battle enters a watery environment, Leo transforms himself into this powerful Aqua form.

In his aqua form, Leo's appearance becomes considerably sleeker. All of his body's fur vanishes and is replaced by smooth exoskeleton. His wings separate into four blade-like oars that allow him to maneuver with incredible grace under the water, yet still maintain his maneuverability in flight. His legs are completely absorbed into his body, making ground based movement impossible. His wingspan is slightly reduced, reaching only 250 ft. across, but his body remains 100 ft. long.

Combat:

When Leo is in his aqua form, he loses the diversity of attacks he has in his normal form, but gains improved armor capabilities and the ability to survive underwater. His tactics remain the same as his normal form, use Cross Heat Laser for his initial attack, and bring Crescent Dash Beam to bear if the opponent is to powerful to beat with only the Cross Heat Laser. Because he lacks limbs in this form, Aqua Leo cannot make claw attacks.

Leo's natural weapons are considered epic, good and lawful for the purposes of overcoming damage reduction.

Cross Heat Laser (Su): As a standard action once every 1d2 rounds Aqua Leo can fire three beams from his forehead jewels, but they count as a single ray for the purpose of attacking. To hit, Leo must make a ranged touch attack, and if he hits, the beams inflicts 15d6 points of force damage. This attack has a range of 300ft. with no range increment. Leo can apply his Point Blank Shot and its derivatives to this attack, including Rapid Shot.

Crescent Dash Beam (Su): Once every 1d2 rounds, Leo can fire a cross shaped beam of pure energy from his wings. The beam fills a 145 ft. (wide) by 90 ft. (tall) by 300 ft. (long) area, and inflicts 25d6 points of fire damage. A successful reflex save (DC 64) reduces the damage to half. This attack is equally effective above and below water. The save is Constitution based.

Wave Shield (Su): While underwater, Aqua Leo can create an energy shield as a free action once every round. Leo can direct the shield to one of his sides, but cannot change the face he chooses to protect once it has been decided. The shield negates the first attack directed from that face. After that, the shield disappears, but it completely negates the attack, including any special effects that it might have.

Hydro Snare (Su): Aqua Leo can create a telekinetic tether to drag objects as a standard action. To snare a creature with this attack, Aqua Leo must make a successful grapple check, and a struggling opponent can make an opposed grapple check each round to try and break free. The hydro snare allows Leo to lift over 50,000 tons of weight, but only when he is moving or hovering. The object is dragged at the same speed Leo is moving at, or 60 ft. per round, if he is hovering. Leo cannot make fine manipulations with this ability. The hydro snare has a range of 500 ft.

No-breath (Ex): Aqua Leo does not need to breath, and is immune to gas based attacks that require a fortitude saving throw. He can also exist in an airless environment, such as underwater or in outer space with no penalty.

Micro-Aqua Form (Ex): Once per turn, as a standard action, Aqua Leo can break apart into a swarm of 2d10+80 medium-sized versions of himself. These smaller Aqua Leo have Str 15, Dex 44, Con 38, AC 52 and 5 HD (99 Hp each) the same special qualities as his normal form, and are able to use the Cross-Heat Pulse Laser and Crescent Dash Beam powers but not wave shield or hydro snare. While in his microform, all of the smaller Leo still act as a single creature. In this form each of his smaller body's claws inflict 1d6+3 points of damage, and his slam deals 1d8+5 points of damage, while his Cross Heat Laser inflicts 2d6 points of damage and has a range of 60ft. Each of the smaller Aqua Leo are capable of a full set of actions each, and because they are all controlled by the same intelligence, they can act in a highly coordinated fashion.

When he returns to his normal form, the percentage of the microforms that are destroyed is deducted from his total hit points. Thus, if he broke up into 100 microforms, and ten were killed, he would reform with 90% of the hit points he had before breaking down into the microform. Returning to his aqua form is a standard action, and he can remain in this microform for as long as he wishes.

Fast Healing (Ex): Leo automatically heals 1 hp of damage per round so long as he has at least 1 hp. Fast healing doesn't restore hit points lost from starvation, thirst or suffocation, and doesn't allow Aqua Leo to regrow or reattach lost body parts.

True Seeing (Su): Leo is constantly under the effects of a True Seeing spell, as if cast by a 20th-level sorcerer. He can suppress and resume this power as a free action.

Paladin Qualities: Leo has all of the special abilities, including spells but not including a special mount, of a 20th level paladin. He can substitute any of his domain spells for a paladin spell of the same level, and casts his spells as spell- like abilities.

Typical Paladin Spells Prepared: (5/5/4/4; DC 27 + spell level): 1st- Color Spray, Cure Light Wounds (x2), Obscuring Mist, Protection From Evil; 2nd- Heat Metal, Light Bolt, Remove Paralysis, Spiritual Weapon, Zone of Truth; 3rd- Dispel Magic, Remove Curse, Searing Light (x2); 4th- Break Enchantment, Holy Smite (x2), Spell Immunity Colossal (Wide) Magical-Beast (Greater God, Law, Good)

Hit Dice: 80d10+1120 (1560 hp) Initiative: +21 (+17 Dex, +4 Improved Initiative) Speed: Fly 150 ft. (Perfect) (30 squares) AC: +145 (+36 Natural, +65 Deflection, +20 Divine (Sacred), +5 Luck, +17 Dex, -8 Size), +109 Touch, +128 Flat-footed Base Attack/Grapple: +80/+111 Attacks: Wing Slash +108 melee (8d6+7/16-20,x5) or Slam +87 melee (4d8+7) Full Attack: Wing Slash +108 melee (8d6+7/16-20,x5) or Slam +87 melee (4d8+7) Space/Reach: 20 ft./30 ft. Special Attacks: Armor Heat Laser, Wing Sword, Transcendence Destiny Special Qualities: Divine Qualities, Fast healing 10, No-Breath, Invulnerability, Spell Reflection, True Seeing, Paladin Qualities, SR 92 Saves: Fort +68, Ref +71, Will +48 Abilities: Str 20, Dex 44, Con 38, Int 12, Wis 22, Cha 45 Skills: Bluff +72, Concentration +69, Intimidate +72, Listen +64, Spot +63, Tumble +75 Feats: Ability Focus (Transcendence Destiny), Acrobatic, Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Diehard, Dodge, Endurance, Flyby Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Wing Slash), Improved Initiative, Improved Precise Shot, Improved Sunder, Lighting Reflexes, Mobility, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run, Weapon Finesse (Wing Slash), Weapon Focus (Wing Slash), Wingover Climate/Terrain: Any Land or Sky Organization: Solitary Challenge Rating:82 Treasure: None Alignment: Always Lawful Good Advancement: - Domains: Air, Good, Healing, Law, Magic, Protection, Radiance*, Sun, Travel, Transformation*, War, Water Holy Symbol: A golden stylized circle * New Domain The most terrifying of all of Leo's many forms, Armor Leo is a veritable juggernaut. While encased in his holy metal armor, Leo is almost completely invulnerable to all forms of attack and is capable of inflicting massive amounts of damage in a relatively short period of time. Leo rarely uses this form, often as a last resort in a losing battle against an evil god. Given Leo's normal power level, it is a rare event indeed.

While in his armor form, Leo's entire body becomes encased in a protective golden layer of organic orihalcon, which is further re-enforced by Leo's sacred power. His legs vanish into the armor, as dose his body fur. His wings take on the same golden luster as his body, and become wickedly serrated and sharp. Leo's mouth becomes sealed shut during this transformation, though he is still capable of speech. His dimensions are the same as his normal form.

Combat: Leo uses this form exclusively for combat, so he is never seen in it unless he's in a fight. While he loses access to almost all of his beam attacks, he is more than compensated by the fact that his wings are now lethal weapons, and he gains access to his most powerful attack: Transcendence Destiny.

In this form, Leo's tactics change considerably. Because of the near indestructibility of his body, he relies less on his Cross-Heat Laser attack, and more on his powerful wing sword attacks, while relying on his armor and energy resistances to protect him from harm as he closes in with his enemies. Also, because his flight maneuverability improves so much while in this form, his movements are even more difficult to predict than usual.

Leo's natural weapons are considered adamantine, epic, good, lawful and orihalcon for the purposes of overcoming damage reduction.

Armor Heat Laser (Su): As a standard action once every 1d4 rounds Leo fire three beams from the jewels embedded on his forehead, but they count as a single ray for the purpose of attacking. To hit, Leo must make a ranged touch attack, and if he hits, the beams inflicts 15d6 points of force damage. This attack has a range of 300 ft. with no range increment. Leo can apply his Point Blank Shot and derivative feats to this attack.

Wing Sword (Su): While in his armor form, Leo's wings become razor sharp and deadly. More than mere weapons, Leo's wings develop almost microscopically sharp blades and exponentially an exceptionally hard structure, owing to the orihalcon that they are made of. When attacking objects with his wings, they ignore hardness ratings below 50. Against living foes, any critical threat is automatically a critical hit, the blades inflict quintuple damage on a critical, and have a natural threat range of 18-20. In addition, his wings are considered to have the following magical enchantments: Axiomatic, Ghost Touch, Holy, Vorpal and Wounding.

Transcendence Destiny (Su): Leo's most powerful attack, Transcendence Destiny often proves instantly lethal to any creature struck by it, for if the raw power of the attack fails to kill, the trauma suffered to the body will often finish the job.

Once ever 1d4 turns as a full round action, Leo can fly in a straight line for 150 ft. Any creature in his path must make a successful reflex save (DC 69), or be struck by the attack. The creature suffers a tremendous 30d10+50 points of force damage, and must make an immediate fortitude save (DC 69) or die instantly, regardless of damage suffered. Even creatures normally immune to death effects must make this save.

Even if the creature makes the save, it still automatically suffers massive damage, and must make a second fortitude save (DC 15) or die instantly from shock. Creatures immune to massive damage do not need to make this second save.

Creatures killed by this attack have their bodies crystallized and then shattered into tiny fragments within seconds. Only a True Resurrection, Wish or Miracle can restore a creature struck down by Transcendence Destiny.

The Reflex save is Dexterity based, and the Fortitude save is Charisma based.

Invulnerability (Ex): While in his armor form, Leo has damage reduction 200/-, which applies to all forms of attack, including energy attacks. Any attack that's damage is reduced below zero is harmlessly deflected off of Leo's body.

No-breath (Ex): Leo does not need to breath, and is immune to gas based attacks that require a fortitude saving throw. He can also exist in an airless environment, such as underwater or in outer space with no penalty.

Spell Reflection (Su): Whenever a spell fails to overcome Leo's spell resistance, it is reflected back at the caster as if returned by a Spell Turning spell. There are no limits on the number of spell levels that can be reflected back in a round.

Fast Healing (Ex): Leo automatically heals 10 hp of damage per round so long as he has at least 1 hp. Fast healing doesn't restore hit points lost from starvation, thirst or suffocation, and doesn't allow Armor Leo to regrow or reattach lost body parts.

True Seeing (Su): Leo is constantly under the effects of a True Seeing spell, as if cast by a 20th-level sorcerer. He can suppress and resume this power as a free action.

Paladin Qualities: Leo has all of the special abilities, including spells but not including a special mount, of a 20th level paladin. He can substitute any of his domain spells for a paladin spell of the same level, and casts his spells as spell- like abilities.

Typical Paladin Spells Prepared: (5/5/4/4; DC 27 + spell level): 1st- Color Spray, Cure Light Wounds (x2), Obscuring Mist, Protection From Evil; 2nd- Heat Metal, Light Bolt, Remove Paralysis, Spiritual Weapon, Zone of Truth; 3rd- Dispel Magic, Remove Curse, Searing Light (x2); 4th- Break Enchantment, Holy Smite (x2), Spell Immunity Colossal (Wide) Magical Beast (Lesser God, Chaotic)

Hit Dice: 46d10+782 (1035 hp) Initiative: +2 (Dex) Speed: 20 ft. (4 squares), Fly 100 ft. (Poor) (20 squares) AC: 50 (+20 Natural, +14 Luck, +12 Deflection, +2 Dex, -8 Size), Touch 30, Flat-footed 48 Base Attack/Grapple: +46/+80 Attacks: Bite + 57 melee (4d6+18) Full Attack: Bite + 57 melee (4d6+18), 2 Wing slam +54 melee (2d6+9), 2 Claws +54 melee (2d8+9) Space/Reach: 30 ft./35 ft. Special Attacks: Breath Weapon, Windstorm, Trample, Sonic Boom Special Qualities: Divine Qualities, Energy Resistance (acid, electrical, fire, radiation, sonic) 50, Fast healing 20, Divine Luck, Freedom of movement, SR 57 Saves: Fort +37, Ref +25, Will+20 Abilities: Str 47, Dex 14, Con 45, Int 2, Wis 17, Cha 40 Skills: Balance +13, Intuit Direction +12, Spot +12, Tumble +16 Feats: Ability Focus (Breath Weapon), Acrobatic, Awesome Blow, Blind Fight, Diehard, Endurance, Flyby Attack, Hover, Improved Bull Rush, Improved Overrun, Iron Will, Multiattack, Power Attack, Snatch, Weapon Focus (Bite), Wingover Climate/Terrain: Any Land or Sky Organization: Solitary Challenge Rating:47 Treasure: None Alignment: Always Chaotic Neutral Advancement: - Domains: Air, Chaos, Fire, Luck, Travel Holy Symbol: Rodan flying in front a sunburst One of the least powerful of the gods, but still a potent figure, Rodan is a massive aerial creature that is almost the living embodiment of freedom and chaos. This flying behemoth is more concerned with simply existing that he is in battling any of the other gods, for his whole reason for being is to simply survive, prosper and encourage chaos. Rodan would rather revel in his freedom than battle his fellow gods, but is deadly in combat when threatened, for despite his dislike of battle, he will not hesitate to unleash is power and annihilate any creature that dares to oppose him.

Rodan resembles a massive pterodactyl with a 170 ft. wingspan and a 70 ft. long body. He bears a royal looking crown of horns on his head and has brownish-red flesh. His maw is a long beak-like structure, and his chest is covered in lance-like spines. Despite his size, Rodan is quite maneuverable in flight, and can achieve super-sonic speeds in the air. Clerics devoted to him can cast spells from the Air, Chaos, Fire, Luck and Travel domains. His favored weapon is the Shuriken. Combat:

Despite his adversity to combat, Rodan is a fearless opponent who is more that willing to lay waste to entire stretches of land if he feels that he's threatened. Rodan often begins combat against other gods with his breath weapon, then following up with his physical attacks and feats. Against other fliers, Rodan will use his Sonic Boom attack before closing in for melee combat or using his breath weapon. Against smaller enemies, Rodan will simply trampled them if they seem to pose a threat, but will ignore them is they do not have the capacity to harm him.

Rodan's natural weapons are considered chaotic and epic for purposes of overcoming damage reduction.

Breath weapon (Su): Once every 1d4 rounds as a standard action, Rodan can breathe a high intensity beam of light and heat. This beam fills a line 300 ft. long and 10 ft. in diameter, inflicting 10d6 points of fire damage to all creatures caught in its path. Creatures caught in this attack may make a Reflex save (DC 52) for half damage. The DC is constitution based.

Windstorm (ex): As a standard action, Rodan can create a powerful blast of wind by flapping his wings. This blast creates a 200-foot cone of hurricane force winds. All flames within this region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks within the area are impossible. Creatures of mediums-size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10ft. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of large size on the ground are knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet.

Trample (Ex): As a standard action during its turn each round, Rodan can run over an opponent of Gargantuan size or smaller. Rodan merely has to move over the opponent.

The trample deals 4d12+9 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a -4 penalty. If the opponent does not make an attack of opportunity, they can attempt to make a Reflex save (DC 51) for half damage. The DC is strength based.

Sonic Boom (Su): On any round that Rodan takes a double move action while flying, any creature within 100ft. of him is blasted with sonic force as Rodan breaks the sound barrier. All creatures caught within this effect suffer 9d6 points of sonic damage. In addition, all huge or smaller creatures that suffer damage are thrown back 3d4x10 ft. and are stunned for 2d4 rounds. Creatures suffer 1d6 points of damage per 10 ft. thrown.

Structures in the area suffer 9d6 points of sonic damage, which ignores hardness.

Rodan must travel his full movement distance for this power to function.

Divine Luck (Su): Three times per day, when a dice roll directly involves or affects Rodan, he can have the die re- rolled as a free action, and then take the better of the two rolls. This includes saving throws, damage rolls and the like.

Freedom of Movement (Su): Rodan is constantly under the effects of a freedom of movement spell, cast by a 20th- level sorcerer. He can suppress and resume this power as a free action.

Rodan's Worship and Worshipers

Rodan is a wild and free-spirited deity, concerned with freedom and chaos more than with creating any lasting legacy. To the Sky Lord, freedom is all that maters. But that is not all that Rodan values. Luck is also one of his areas of expertise, for chaos and freedom are often accompanied by a healthy dose of good or bad luck.

As the patron god of luck, Rodan has a large number of informal worshipers among the gamblers and businessmen of the world, as well as merchants, who often pray to him for good luck in their business ventures or gambling, as well as bad luck for their competitors.

Formal followers of the Sky Lord are often wild men and women, who live simply and freely in no particular place at a time. Whole communities devoted to Rodan exist, though they tend to be nomadic, barbaric peoples, who care little for the trappings of civilized people. The moniker noble savage does definitely apply to most of these communities, for while they dislike the trappings of "civilization," they are generally not hostile to those they encounter. If attacked however, they will defend themselves vigorously and violently. Some tribes though become violent in their dislike of civilized areas, and seek out and destroy them in the name of freedom and chaos. Such tribes are rare, but not so much that they are unknown.

Among the common races that follow Rodan, humans, with their chaotic and unpredictable natures, are the most common followers of the Sky Lord, though the elves and half-orcs are not far behind in numbers. Dwarves and gnomes rarely worship Rodan, and Halfings following the Sky Lord are all but unknown.

Rodan also has a large following among flying creatures, which, like their god, are free willed and chaotic. Among them, arrowhawks, giant eagles and owls, along with cloud and storm giants are the most common, though almost anything intelligent that can fly offers some tribute to Rodan. Many of Rodan's nomad followers ride tamed griffons, hippogriffs and very rarely wyvern.

Rodan's clerics are fond of rust colored robes when performing their duties, though this is not a guarantied thing, given the chaotic and unpredictable nature of the followers of this god. When not preaching or performing their priestly duties, Rodan priests can look like just about anyone.

One if Rodan's less known aspects is that of a fire god. As such, he has a mediocre following of fire worshiping beings. Such people are fascinated with fire and burning. Often, these men and women will gather together in cults devoted to Rodan's fire aspect. Fire walking, dancing and ritualized burning of member's bodies is common in these flame cults, who extol in the virtues of chaotic flames, insofar as it is part of the very nature of their god. Cults that simply cease to revere fire and begin to use it for destructive purposes often end up being subverted by Desghidorah in short order.

Rodan and his followers have little to do with the other gods and their followers. The Sky Lord rarely interferes in the affairs of the good gods, though Leo's followers and Rodan's occasionally cross swords, due to the dichotomy between the chaotic Rodan and the lawful Leo.

Among the other neutral gods, the followers of Godzilla and Rodan actually get along quite well. In the past, both religions, and the gods themselves, have worked together in concert with each other to stop the machinations of the evil gods. The followers of the King of Monsters and the Sky Lord both have similar philosophies when it comes to life and the world, so there is little surprise that they get along with each other.

However, the relationship with the other neutral god, Kiryu, is almost the exact opposite of Rodan's relations with Godzilla. Where Rodan's followers are free-spirited and chaotic, Kiryu is mechanically lawful and cold. The order and regiment of Kiryu's followers chafes at Rodan's chaotic nature, and the two groups of worshipers battle fiercely over differences in principles.

Among the evil gods, Rodan's followers have an outstanding rivalry with King Ghidorah, and the two groups clash quite often. This rivalry seems to stem from the fact that the two gods have often fought against the other, and the rivalry seems to filter down into the ranks of the god's followers. The only other evil god that Rodan and his followers come into conflict with is Legion. Legion, with her domineering and controlling personality and methods, strikes an agonizing chord with the chaotic and free spirited Rodan, who values free-will and chaos above all else. Though Rodan's followers would love to eradicate Legion and her brood, her strength and hoards of fanatically devout followers makes it almost impossible for the disorganized followers of Rodan to make a decisive assault upon the Slaver Queen. Legion, although she is aware of Rodan's dislike of her and her followers, seems to give them little notice, considering them an insignificant threat to her plans. Colossal Dragon (Greater God, Chaotic, Evil)

Hit Dice: 68d12+1020 (1462 hp) Initiative: +5 (+1 Dex, +4 improved initiative) Speed: 30 ft. (6 squares), Fly 100 ft. (Average) (20 squares) AC: 72 (+22 Natural, +27 Divine (profane), +20 Deflection, +1 Dex, -8 Size), Touch 50, Flat-Footed 71 Base Attack/Grapple: +68/+106 Attacks: Tail Slash +82 melee (4d6+20/16-20) or Crystal Slam +82 melee (5d6+22) Full Attack: Tail Slash +82 melee (4d6+22/16-20), 2 Claws +80 melee (3d6+11), Bite +80 melee (3d8+11) or Crystal Slam +82 melee (5d6+22) Space/Reach: 40 ft./35 ft. Special Attacks: Corona Beam, Trample, Improved grab, Swallow whole, Energized Attacks, Telekinesis, Frightful Pressence Special Qualities: Divine Qualities, Darkvision 120ft, Energy Resistance (Acid, Cold, Electric, Radiation, Sonic) 50, Fast healing 20, No Breath, Crystal Shield, Crystal Matrix, SR 72 Saves: Fort +51, Ref+ 37, Will +38 Abilities: Str 54, Dex 12, Con 41, Int 2, Wis 15, Cha 45 Skills: Intimidate +43, Listen +24, Spot +25 Feats: Ability Focus (Frightful Presence), Awesome Blow, Cleave, Diehard, Dodge, Endurance, Flyby Attack, Great Cleave, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Tail Slash), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Skill Focus (Intimidate), Snatch, Stunning Fist, Weapon Focus (Corona Beam) Climate/Terrain: Any Land or Outer space Organization: Solitary Challenge Rating:70 Treasure: None Alignment: Always Chaotic Evil Advancement: - Domains: Chaos, Corona*, Death, Evil, Terror* Holy Symbol: A Godzilla skull topped with a crystalline crest * New Domain

Few begins are more terrifying than the destroyer god Godzilla. Yet, many will argue that his "little brother", the powerful and deadly Space Godzilla, is the more frightening and deadly of the two. While Godzilla is a destructive force of nature and creates havoc wherever he treads, he does not seem to take the cruel and sadistic glee that SpaceGodzilla seems to derive from his ruthless butchery. In comparison to Space Godzilla, Godzilla almost seems like a blessing.

Space Godzilla superficially resembles his "big brother" Godzilla. However, his features are different in many significant ways. First, he sports a small set of four tusks at the corners of his mouth, and he has a crystalline crest on his brow. His dorsal spines are faceted like quartz, and his tail is tipped with a cluster of razor-sharp crystalline shards. However, his most distinctive features are the two massive, milky-white crystals that appear to be erupting from his shoulders. Over all, his appearance is more menacing and sinister than his "big brother" Godzilla. Space Godzilla measures 160 ft. from the tip of his tail to his snout, and is roughly half that size wide.

Clerics debase enough to worship this evil and ruthless god of death an mayhem can chose from the following domains: Chaos, Corona, Death, Evil, Terror. As a dark reflection of his brother, his priests favored weapon is the harpoon, which supposedly represents their god's corona beams.

SpaceGodzilla understands Abyssal and Draconic, but lacks the verbal apparatus to speak them.

Combat:

More so than his brother, Space Godzilla revels in combat. Against non-kaiju, he is fond of strafing them from the air with his corona beams, then landing and stomping them into the ground, all the while causing more destruction with his deadly corona beams. Against enemy kaiju, he still prefers to use his corona beams, but will also use his telekinetic powers to throw his opponents around like rag dolls, or charge into close combat and tear at them with his deadly claws and teeth. He is fond of swallowing smaller enemies or snatching them and throwing them to their deaths. Space Godzilla, while not very intelligent, is quite cunning, and often displays some basic levels of tactics when fighting an opponent.

SpaceGodzilla's natural weapons are considered Chaotic, Epic and Evil weapons for the purpose of overcoming damage reduction.

Corona Beam (Su): Once every 1d4 rounds, Space Godzilla can emit a beam of cosmic disruption, which takes the form of a snaking bolt of lightning. In order to hit with the beam, he must make a ranged touch attack, but the beam snakes around obstacles, ignoring any cover the target has. If the beam hits, it deals 15d6 points of electrical damage. This attack has a range of 300 ft.

Trample (Ex): As a standard action during its turn each round, Space Godzilla can run over an opponent of Gargantuan size or smaller. Space Godzilla merely has to move over the opponent.

The trample deals 4d12+9 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a - 4 penalty. If the opponent does not make an attack of opportunity, she can attempt to make a Reflex save (DC 66) for half damage. This save DC is strength based.

Improved Grab (Ex): To use this ability, Space Godzilla must hit a huge or smaller opponent with his bite attack. It he hits, he can attempt to swallow the foe.

Swallow Whole (Ex): Space Godzilla can try to swallow a huge sized or smaller foe by making a successful grapple check. A swallowed creature takes 2d8+19 points of bludgeoning damage, 3d6 points of acid damage and 3d6 points of electrical damage per round in the kaiju's gizzard. A swallowed creature can cut its way out by using claws or a tiny to small sized slashing weapon to deal 50 points of damage to the stomach walls (AC 20). Once the creature exits, muscular action, accompanied by SpaceGodzilla's rapid healing factor closes the hole; other captured creatures must cut their own way out.

Space Godzilla's gut can hold two Huge, four Large, eight Medium-size, sixteen Small, thirty-two Tiny, sixty- four Diminutive or one-hundred-twenty-eight Fine or smaller opponents.

Energized Attacks (Su): As a standard action once per minute, Space Godzilla can charge his body with cosmic energy. For 1d4+1 rounds afterward, SpaceGodzilla's natural attacks deal an additional 3d6 points of electrical damage. This damage is not multiplied on a critical hit.

Telekinesis (Su): As a standard action, once every minute, Space Godzilla can create a field of telekinetic energy similar to a telekinesis spell, save he can lift a maximum of 90,000 tons with the power. This ability lasts for up to one turn.

Frightful Presence (Ex): Space Godzilla constantly radiates an aura of menace that is catalyzed by his terrifying scream and monstrous form. All living creatures within 300 ft. of Space Godzilla who can see him must make a Will save (DC 63). Creatures with 4 or fewer HD who fail this save become panicked for 8d6 rounds, while those with 4 or more HD who fail the save become shaken for 8d6 rounds. Other gods are immune to this effect. This is a mind-affecting, fear effect. The save DC is Charisma based. Crystal Shield (Su): If Space Godzilla has set up a crystal matrix (see below), he can create an energy barrier around himself to protect him from enemy attacks. As a free action, once per round, he can erect an energy barrier, which negates the first 100 points of energy damage that is directed at him. Should his crystal matrix be destroyed, he loses the power to set up this shield.

Crystal Matrix (Ex): If Space Godzilla spends at least ten hours in a single location, he can create a massive field of crystalline obelisks that he can use to increase his own strength. This field usually covers at least 16 square kilometers of space, and so long as he remains within the area of effect, Space Godzilla's strength and constitution rise by 4 points. Also, so long as more than 90% of the crystals are intact, he can use his crystal shield power (see above).

If pressed, Space Godzilla can use the crystals in the crystal matrix as a very potent weapon. The crystals rise from the ground and fly towards their target. Space Godzilla makes a ranged touch attack to hit with the crystalline spikes. When the spikes hit, they explode, dealing 10d6 points of fire damage to their target. A successful Fortitude save (DC 61) reduces the damage to half. The save DC is Charisma based.

As a move equivalent action, Space Godzilla can also use his own body crystals to fly. When he does so, he encases himself in a shroud of crystalline spines, and generates a field of anti-gravity. So long as he remains in this form, he gains a flying speed of 40 ft., with average maneuverability. While in this form, he loses access to his tail attack and his ground movement rate, but gains access to a powerful slam attack, which he uses by ramming into his opponents with the sharp crystals on his body.

No Breath (Ex): Space Godzilla does not need to breath, and is immune to gas based attacks that require a fortitude saving throw. He can also exist in an airless environment, such as outer space with no penalty.

Space Godzilla's Worship and Worshipers

Space Godzilla is widely feared and reviled as an unapproachable, unrestrained force of murderous destruction. As such, he has very few worshipers among the civilized lands of the world. Most nations ban the worship of this demonic god all together. No civilized nation accepts him as their patron god, as no nation is devoted solely to death and annihilation. Sometimes, it seems that Godzilla's younger sibling is denied the worship that maintains his Greater Godhood. However, such is not true.

Like his brother, Space Godzilla is worshiped by a number of destruction cults. However, unlike the cults of his sibling, the destruction cults that serve SpaceGodzilla are devoted to wanton destruction, rape and pillage. Instead of a cleansing force of nature like the Godzilla followers, these cults are more like a finely honed instrument of torment and pain, seeking to create suffering over rebirth. Due to their affinity for crystals, there are a fair number of psions and psychic warriors among Space Godzilla's worshippers.

Space Godzilla also has a large number of followers among the Chaotic Evil humanoids of the world, particularly the orcs. These savage humanoids embody the most destructive and vicious aspects of Space Godzilla, and feed him the most bloodshed in his name. Evil giants, including Frost, Hill, and evil Cloud and Storm giants, also quite often follow him. There are also a growing number of Trolls that swear allegiance to the demon god.

Like his older brother, Space Godzilla has few formal temples, but for a different reason than his brother. Such temples would draw attention to their activities, and the followers of the demon god prefer not to draw undue attention to themselves, until they are ready to strike. Most often, the site of worship is simple circle of stones, usually massive crystals, with a blood-soaked alter in the center, where Space Godzilla's worshipers brutally sacrifice victims and slaves. Such sites often reek of rotted flesh and blood, and are littered with the bones of previous victims. Finding such a location is the first likely indicator that worshippers of Space Godzilla are in the area.

Space Godzilla priests are fond of armor and weapons that incorporate crystals in them. Masterwork harpoons with diamond heads are common among the ranking priests of a group, and many are enchanted to harness the power of lightning. Armor sporting gem spikes are also quite common. Among the psionicly inclined worshippers of the demon god, a fair number wear crystalline armor, to honor their master's power.

Space Godzilla has no ties with any other god, for he universally hates them all. Among the good gods, he bears a particular enmity towards the Triad, particularly noble Leo. Space Godzilla dispises Leo for his goodness and purity, as well as his devotion to honor. While Mothra and Battra are also on Space Godzilla's to kill list, Leo is the first and foremost. Space Godzilla also would love nothing more than to see Gamera destroyed, though he pays less attention to the Burning Guardian than he does to the Triad. While he hates Biollante, the two rarely fight for some reason. Some people suspect that the two are connected in some way, but just how they're linked, besides their being related to Godzilla, is anyone's guess.

Among the neutral gods, Godzilla and Kiryu are the two gods that Space Godzilla hates the most. While Space Godzilla's hatred of Kiryu, who represents stability, peace and order, is understandable, his abhorrence for his elder brother Godzilla is not. Though the two represent similar aspects of destruction, Space Godzilla constantly seeks to destroy his sibling. Few beings understand the rage of SpaceGodzilla towards his brother. And those who do wonder about the true nature of this colossal sibling rivalry usuall y keep their mouths shut.

Almost every evil god fears Space Godzilla, for he is just as willing to annihilate them, as he is to slaughter one of the good or neutral gods. The only god who doesn't fear the Demon God is the King of Terror, King Ghidorah. King Ghidorah and Space Godzilla are the two most fearsome of all the evil gods, and are completely unafraid of each other. This doesn't mean that they like each other. Far from it. Each one constantly seeks to slay the other, in a battle for the dominance of fear on the mortal plain. So far, King Ghidorah remains the most feared evil deity, but Space Godzilla refuses to be second, and the two will continue to fight until one or both of them are destroyed by the conflict. -Toho universe monsters, aliens and non-divine kaiju that the PC's can encounter -

Monster Races

Barem Elias Gyaos Liquid People , Herald of Legion Mitochondria Eve Symbiotic Legion PC Races

Elias Templates

Foliar Creatures Tiny Aberration (Aquatic)

Hit Dice: 4d8+8 (29 hp) Initiative: +6 (+2 dex, +4 Improved Initiative) Speed: Swim 10 ft. Armor Class: 18 (+2 dex, +4 natural, +2 size) Base Attack/Grapple: +3/+0 Attacks: Slam +5 (1d4-3+1d6 acid) Full Attack: Slam +5 (1d4-3+1d6 acid) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Superior Grapple, Acid Spurt Special Qualities: Immunity (poison, acid), wavesense, amphibious Saves: Fort +3, Ref +3, Will+6 Abilities: Str 4, Dex 15, Con 14, Int 1, Wis 12, Cha 12 Skills: Swim +7 Feats: Improved Initiative, Weapon Finesse (Slam) Environment: Any ocean Organization: Colony (10-100), swarm (100-200), plague (200+) Challenge Rating:3 Treasure: None Alignment: Always Chaotic Evil Advancement: 5-6 HD (tiny), 7-9 (small) Level Adjustment: - The toxic spawn of the water god Dagahra, barems are venomous sea stars that are the byproducts of Dagahra's toxic metabolism. These pitifully stupid creatures know nothing about beauty, joy or hope. All they wish to do is spread destruction and poison through the seas, and consume anything in their path.

A barem looks like a large, red sea star. In its center there is a cluster of what appear to be eyes, but these are merely its acid secreting organs. Hundreds of tentacles surround this cluster, which whip about when the creature is excited.

Barems do not communicate.

Combat:

Barems are pathetically simple-minded creatures, and are very straightforward in combat. However, given their penchant for attacking in massive numbers, they can become quite dangerous. Their only tactic is to latch onto anything not a barem within reach and dissolve it horribly.

Superior Grapple (Ex): If a barem hits with its slam attack, it can start a grapple as a free action. However, the creature receives a +12 bonus to its grapple check, and can grapple any creature its size or larger. The number of barems that can attach to a creature depends on its size: Tiny 2, Small 4, Medium 8, Large 16, Huge 32, Gargantuan 64, Colossal 128. A grappling barem deals 1d6 points of acid damage per round with a successful grapple check.

Acid Spew (Ex): Whenever a non-barem enters the same square as a barem, the creature reflexively sprays out a thin stream of acid. This counts as a ranged touch attack. If it hits, the creature struck suffers 1d6 points of acid damage.

Barems do not use this attack while grappled.

Wavesense (Ex): Barems can automatically detect the presence of any creature within 10 ft. that is in contact with water. If a barem loses contact with the water, it is effectively blinded.

Amphibious (Ex): Barems can survive out of water for a number or hours equal to constitution score. A typical barem can last for fourteen hours before dying. Diminutive Fey

Hit Dice: 1d4 (4hp) Initiative: +4 (dex) Speed: 10 ft. AC: 18 (+4 dex, +4 size) Attacks: Diminutive Longsword +1 Damage: Diminutive Longsword 1d3-3 Face/Reach: 1 ft./0 ft. Special Attacks: Song-calling Special Qualities: Leap, Low-light vision Saves: Fort +0, Ref +4, Will +1 Abilities: Str 4, Dex 18, Con 11, Int 11, Wis 13, Cha 11 Skills: Hide +16, Jump +10*, Perform (singing)+10* Profession (Painter)+8 Feats: Skill Focus: Profession (Painter) Climate/Terrain: Any Land Organization: Solitary, Pair, Community 42-80 (2d20+40) Challenge Rating: 1 Treasure: Standard Alignment: Usually Neutral Good Advancement: By Character Class The elias are a race of diminutive fey beings that, with only a few exceptions, serve the Triad. While rarely seen by human eyes, the elias are the most ardent worshipers of the Triad, and are thus gifted with the most power from the Mothras. There are several members of the race who have turned their backs on the peaceful Triad worshipers, and sided with the evil gods. Yet, in times of crisis, even these rouge elias will aid their sisters to dispatch a great enough threat.

An elia resembles a doll-sized female humanoid, with features common with the eastern bloodlines, such as narrow looking eyes, straight black hair and slightly yellow skin. Most elias prefer to dress simply, while the priests prefer to dress in extravagant dresses and robes. Even those who follow different gods follow this pattern, with the priests of the evil gods preferring black. All elias are fully proficient with the longsword, and are quite fond of showing off their prowess to larger beings.

When an elia dies, her body crystallizes into an elegant gem-like statue. Such statues are worth close to 1000 gp on the open market as art objects, though followers of the Triad take offense at any merchant selling such blasphemous trophies. Several merchants have found themselves besieged by Triad followers, intent upon reclaiming the body of one of the sacred elias and punishing those who dared to desecrate the sacred race of the church.

All elias have a character class. The above statistics block is for a 1st level commoner. All elias speak common and celestial, and are able to communicate in the language of the gods.

Combat:

Elias are not prone to fighting. As peaceful beings, they prefer to resolve conflicts peacefully. However, when given no choice, they are capable of deadly leaping slashes with their tiny longswords, accompanied by magic from their priests. Some high-ranking priests are known to ride Fairy Mothras into battle. When confronted by an active evil god, elias will use their magic to summon one or more members of the Triad to confront it.

Song-calling (Su): By spending three full rounds singing, a pair of elia twins can send out a distress call to their god. The call is accompanied by a simple message to the god, indicating what kind of danger the twins are in. The priestesses never abuse this power, for they respect their gods too much to do so, and only use it in times of great need, such as an evil god appearing, or if greedy humans have abducted them. In addition to being twins, the pair must both be clerics of at least 20th level and devoted to the same member of the Triad.

Additionally, such priestesses can cast miracle on their god once per year by singing for one full minute. Unless they are within the presence of their sister, an extremely powerful miracle drains the elia of her vital life energy, instantly reducing her to -10 hit points with no saving throw.

Leap (Ex): Elias are extremely powerful jumpers, despite their small size. An elia's jumping distance is not limited according to height.

Skills: All elias receive a +10 racial bonus to Jump and Perform-singing checks.

Elia characters

An elia's favorite class is cleric. Elia leaders are almost always clerics. Because of their exceptionally beautiful voices, elias also find it quite easy to become bards.

Elia society

Elias live in a society based around devotion to their gods, particularly the Triad. The stronger one's devotion to the Triad, the higher in the society one rises. The most powerful cleric in the community is often the defacto leader, but they prefer to lead by example, not by giving outright orders. Among the elias, twin sisters are considered to be chosen for greatness, and often become some of the community's most powerful priests.

Elias are like elves in that they prefer to live in harmony with nature. Because of their small size, they have very little impact on the local ecologies that they are a part of. Elias communities are often well blended into the environment, and are often quite beautiful when found. Humans are rarely ever given the privilege of seeing these communities, and those who are permitted to view them are almost always children or devout worshipers of the Triad.

Because all elias are female, scholars are unsure how they reproduce. Some have ventured that they mate with other fey, such as sprites, but give birth to pure blood elias. Others suggest that there are male elias, but they are extremely rare, so none have ever been seen. Still others suggest that the elias do not reproduce, and the race is in a steady decline. For their part, the elias are not forthcoming about this mater. They simply smile quietly and say that it isn't important. Large Magical Beast

Hit Dice: 5d10+10 (37 hp) Initiative: +2 (Dex) Speed: 15 ft. Fly 35 ft. (poor) AC: 20 (+9 natural, +2 Dex, -1 Size) Base Attack/Grapple: +5/+11 Attack: 1 bite +5 melee (1d6+1) Full Attack: Bite +5 melee (1d6+1), 2 wing slams +0 melee (1d4) Space/Reach: 10 ft./10 ft. Special Attacks: Frightful Presence, Sonic Ray, Snatch Special Qualities: Low-light vision, Light Sensitivity, Damage Reduction 10/magic, Sonic resistance 10 Saves: Fort +6, Ref +6, Will -1 Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 10 Skills: Listen +6, Spot +6, Survival +3 Feats: Alertness, Dodge Climate/Terrain: Any warm land Organization: Solitary, Nest (3-8), Flight (20-100) Challenge Rating: 2 Treasure: ? standard Alignment: Always Lawful Evil Adv. Range: 6-10 HD (Huge), 11-15 HD (Gargantuan), 16-20 HD (Colossal) Level Adjustment: +4 (cohort) As you look up, you see a nightmarish abomination of nature. A massive bird like creature with the wings of a bat soars above you, reeking of carrion and offal. Before you can react, it screeches once and swoops down towards you.

Screaming down from the night skies like demons, the gyaos are the scourge of all warm-blooded life on the face of the world. Created by the same extinct, ancient beings that crafted the gods Gamera and Iris, these monstrous birds are voracious predators, spreading pain and death wherever they nest. Add into the picture that they rapidly breed asexually, and these creatures pose a serious threat to all life on the face of the world.

Gyaos resemble massive, hideous crosses between bats, reptiles and birds. Their wings span an impressive 30 ft. when they are fully extended, but can fold up and be used to walk like a vampire bat's. A gyaos has a long, birdlike neck, but its head more closely resembles that of a predatory dinosaur, and sports a large, V-like crest that opens towards the back of the beast's head. Gyaos have large, light sensitive eyes, which let them see well enough at night, but make them susceptible to exposure to bright lights.

There is a special contention between the gyaos and the priesthood of Gamera. Priests of the Burning Guardian often hunt down and destroy gyaos nests with such violent zeal that one often can hardly recognize the normally peaceful priests. While the priests are not forthcoming with why they despise the gyaos so much, it is speculated that it has something to do with the connection the gyaos have with Gamera and Iris's extinct creators.

Combat: Gyaos are ferocious beasts, and will often attack even large, well-guarded settlements to sate their hunger for flesh. Often they will swoop down out of the night sky, grab any prey they can find and take their prize back to their nest to devour. If they encounter resistance, they will start combat by strafing their prey with their sonic ray attack, then land and finish it off with its bite and wings. Because of their constant, overwhelming hunger, gyaos never retreat from combat.

A gyaos's natural weapons are considered magical for the purposes of overcoming damage reduction.

Frightful Presence (Ex): When a creature with fewer hit dice than the gyaos first spies the creature, it must make a Will save (DC 12) or be frightened for 5d6 rounds. A successful save renders the creature immune to that gyaos's frightful presence for one day. This save charisma based.

Sonic Ray (Su): Once every 1d4 rounds, a gyaos can fire a 60 ft. long beam of concentrated sonic energy from its mouth. In order to hit with the ray, the gyaos must make a ranged touch attack. On a successful hit, the ray inflicts 4d4 points of sonic damage. If the beam is directed against objects, it inflicts 10d6 points of damage and ignores hardness.

Snatch (Ex): If the gyaos hits an opponent or object at least one size category smaller than it is with its bite attack while flying, it can start a grapple as a free action that does not provoke an attack of opportunity. Should the gyaos get a hold, it grabs the creature in its talons. Each round, the creature may make an opposed grapple check to try an break free, but if it fails, the victim takes 1d4 points of damage and is still held. Once it grabs its prey, a gyaos will typically fly rapidly upward, thus making the prospect of breaking the hold much more dangerous. Prey that continues to struggle is often taken to great heights and dropped. A gyaos has a carrying capacity equal to a creature with twice its strength score.

Light Sensitivity (Ex): Gyaos eyes are extremely sensitive to light. If abruptly exposed to bright light (such as sunlight or a daylight spell), a gyaos is considered stunned for 1 round. In addition, while exposed to bright light, gyaos suffer a -1 circumstantial penalty to all attack rolls, saves and checks. Medium-Sized Ooze (Radiation)

Hit Dice: 7d10+14 (52 hp) Initiative: -2 (Dex) Speed: 10 ft. Climb 10ft., Swim 10 ft. Armor Class: 12 (+4 natural, -2 Dex) Base Attack/Grapple: +5/+6 Attacks: Touch +6 melee (2d6 radiation damage [touch]) Full Attack: Touch +6 melee (2d6 radiation damage [touch]) Space/Reach: 0 ft. /0 ft. or 5 ft./5 ft. Special Attacks: Disintegration, Improved Grab, Engulf Special Qualities: Ooze traits, Blindsight, Immune to Physical Damage, Vulnerable to Fire and Electricity, Humanoid form Saves: Fort +4, Ref +0, Will -1 Abilities: Str 10, Dex 7, Con 15, Int - , Wis 4, Cha 1 Climate/Terrain: Any land Organization: Solitary or family (3-6) Challenge Rating: 5 Treasure: None Alignment: Always Neutral Advancement Range: 8-12 HD (Large) Level Adjustment: - The creature before you resembles nothing more than a pool of blue-green water. Without warning, the creature seems to pull itself into a column of liquid, and then take on a humanoid form just before it attacks.

When a creature is killed by radiation damage, there is a chance that it will be transformed into a dangerous form of ooze known only as liquid people. Upon transformation, the creature loses all sense of their original self, and becomes a green, gel-like puddle of living, radioactive protoplasm. In this state, the ooze exists only to eat, and the only thing that can sustain it is the flesh of the living.

Godzilla priests are fond of collecting liquid people and releasing them in areas where they can spread radioactive destruction in their wake. Most other creatures instinctively avoid these abnormal monsters.

Liquid people cannot communicate in any meaningful way.

Combat:

Liquid people are straightforward in their attacks, slithering towards potential prey and attempting to grab hold of them. Once the prey has been grasped, it takes little time for the ooze to liquefy the creature's flesh and consume it, leaving only a radiation stained pile of garments and possessions behind.

Because they are highly radioactive, these oozes are quite simple to track with a detect radiation spell or staff of radiation. Due to their complete immunity to physical attacks, these oozes are difficult to attack and damage without magical aid, or several vials of alchemist's fire. Improved Grab (Ex): If a liquid person hits with its touch in melee or is struck by a melee attack with a reach of 5ft or less, it can start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can engulf and disintegrate its prey.

Engulf (Ex): Any creature that the liquid person grabs is considered pinned and receives a -10 circumstantial penalty to the opposed grapple checks to break the hold. However, so long as it is engulfing prey, the liquid person cannot move. Any damage dealt to the ooze while it is engulfing its prey is split between it and its victim. An engulfed victim takes full damage from any physical attacks. Once it has engulfed its prey, the ooze can disintegrate.

Disintegrate (Ex): Once a liquid person has engulfed its prey, the victim is exposed to the ooze's digestive radiation. The victim must make a Fortitude save (DC 15) or take 14d6 points of radiation damage. Any creature reduced to -10 hit points by this attack is completely dissolved, leaving only a pile of radiation stained garments behind. A True Resurrection, Miracle or Wish spell is required to return the slain creature to life.

Those who make the save still take 3d6 points of radiation damage for as long as the ooze maintains its hold. Creatures immune to radiation are unaffected by this attack. The save is Constitution based.

Blindsight (Ex): A liquid person's entire body is a sensory organ that can perceive prey by scent and vibration within 60 feet.

Immune to Physical Damage (Ex): Liquid people are completely immune to damage from a physical source, such as swords, arrows and claws. They are still vulnerable to energy and chemical damage, such as fire and acid.

Vulnerable to Fire and Electricity (Ex): Liquid people are highly susceptible to fire and electrical damage. All attacks that deal fire or electrical damage deal double damage against them. If an attack allows for a save, they take twice the damage for a failed save and standard damage for a successful save.

Humanoid form (Ex): For some unknown reason, liquid people occasionally gather themselves up into a humanoid form. While this has no effect on their statistics in any way, it does give them better reach. While humanoid, liquid people are the size of a normal human being, and have a reach of 5ft. They can only maintain their humanoid forms for three rounds before collapsing. In liquid form, a liquid person is 10ft by 10ft., but has no reach. Colossal (Long) Magical Beast (Legion)

Hit Dice: 45d10+450 (697 hp) Initiative: +0 Speed: 20 ft. Fly (good) 60 ft. AC: 34 (-8 size, +32 natural) Base Attack/Grapple: +45/+79 Attacks: Sting +56 melee (3d6+18+energy drain) Full Attack: Sting +56 melee (3d6+18+energy drain), 2 claws +53 melee (2d8+9), Bite +53 melee (3d8+9) Face/Reach: 60 ft./15 ft. Special Attacks: Sting, Sonic wings, Trample, Windstorm, Plasma Bolt, Spell-like abilities Special Qualities: Damage reduction 25/epic, Darkvision 120ft., Energy resistance (fire, cold, sonic) 50, Immune to mind influencing effects, SR 30, See Invisibility Saves: Fort +36, Ref +24, Will +18 Abilities: Str 46, Dex 10, Con 30, Int 2, Wis 13, Cha 31 Skills: Spot +17, Survival +17, Tumble +19 Feats: Ability Focus (sting), Blind-fight, Cleave, Diehard, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack, Skill Focus (tumble), Snatch, Weapon Focus (sting), Wingover Climate/Terrain: Any Land Organization: Solitary or Pair (Megaguirus plus Legion) Challenge Rating:30 Treasure: None Alignment: Always Lawful Evil Advancement: - Megaguirus is one of Legion's most powerful, and least willing, slaves. Once a mighty Queen of Killers, Megaguirus fought the Slaver Queen, and lost. For her impudence, Legion used her powerful magic to force the Queen of Killers to join her swarm, and made Megaguirus her herald. Now, as a part of the swarm, Megaguirus can never have her revenge on the one who humiliated her, so strong is Legion's influence. She instead re-directs her rage and humiliation onto those who she encounters. Occasionally, Legion will call upon Megaguirus to accompany her when she decides to go out and seek a new nest site. Despite her hatred of Legion, Megaguirus is bound to serve her. Truly, it is a sad fate for one who was once so mighty.

Megaguirus resembles a massive, demonic looking dragonfly, with sharp edges on all of her body segments, a massive toothy maw, two great pincers and a deadly stinger on the tip of her tail. Where once her body burned with a chaotic passion for death and destruction, Legion's magic has forced Megaguirus into a state of cold and calculated malice. Megaguirus is keenly aware of how wild her spirit once was, and the loss of her free spirit has made her crueler than she ever was before.

Combat:

More than most other kaiju, Megaguirus revels in combat, as she seeks to take out her frustration on those around her. Because she is so strong, most opponents are felled before they can react, giving the Queen of Killers very little satisfaction with their deaths. If she feels that she can get away with it, she will attack other Legion creatures in preference to other foes. Given the nature of the Legion creatures, and the strength of Megaguirus, they cannot attack back.

Against enemy kaiju, Megaguirus prefers to use her sonic wings to blast opponents, then move into melee range and shred them with her claws and bite, or barrage them with her plasma bolts while using her tumble skill to weave in and out, avoiding attacks of opportuinity. Against non-kaiju, she prefers to blow them away with her windstorm power, then swoop down and slay the survivors with her sonic wings. Megaguirus prefers to toy with her prey for as long as possible, so as to prolong it's suffering.

Sonic Wings (Su): As a standard action once per minute, Megaguirus can charge her wings with sonic energy. For 1d4+1 rounds after the power is activated, any creatures that are directly below Megaguirus at any point take 5d6 points of sonic damage. If a creature is below her for more than one round, it takes damage for each round it remains under her. Structures under Megaguirus when she has this power activated take 5d10 points of damage. Creatures caught in the effect may make a Fortitude save (DC 43) for half damage. This save is constitution based.

Sting (Su): Megaguirus is able to steal some of her opponent's power when she hits with her stinger. An opponent struck with the sting must make a Fortitude save (DC 45) or gain one negative level. This save is Constitution based. For each negative level inflicted, Megaguirus gains some of the energy stolen. For each negative level she inflicts with her sting, she can chose to do one of the following: regain 1d8 hit points, reduce the time required before she can use her sonic wings again by half, or she can use her plasma bolt attack.

Negative levels gained in this way last for one day before fading. After this time is up, the creature must make a fortitude save (DC 45). If this save fails, the negative level vanishes and becomes a permanent level drain. This save is Constitution based.

Plasma Bolt (Su): After she has used her sting, Megaguirus can use her plasma bolt attack. As a standard action, she can charge up a sphere of energy on the tip of her stinger and launch it at an opponent within 300 ft. In order to hit with the sphere, she must make a ranged touch attack. If she hits, the sphere inflicts 15d6 points of fire damage. Megaguirus can only use this power after she has inflicted a negative level with her sting.

Windstorm (Ex): As a standard action, Megaguirus can blast an area with gale force winds by flapping her wings at high speed. This blast of wind creates a 100-foot-long cone of hurricane force winds. All flames in the area are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks within the area are impossible. Creatures of mediums- size or smaller on the ground are knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual damage per 10ft. Flying creatures of Medium-size or smaller are blown back 2d6x10 feet and sustain 2d6 points of subdual damage. Creatures of large size on the ground are knocked prone. Flying creatures of Large size are blown back 1d6x10 feet. Flying creatures of Huge size are blown back 1d6x5 feet.

If Megaguirus has her sonic wings power active when she uses this attack, all creatures caught in the cone, in addition to the effects described above, take 3d6 points of sonic damage with no saving throw.

Trample (Ex): As a standard action on her turn each round, Megaguirus can run over opponents of Gargantuan size or smaller. In order to use this attack, Megaguirus must be on the ground.

The trample deals 4d12+17 points of damage. Trampled opponents may make an attack of opportunity, but they suffer a -4 penalty to their attack rolls. If they do not make attacks of opportunity, they can attempt a reflex save (DC 50) for half damage. This save is Strength based.

Spell-like abilities: 1/day - Haste. This ability functions as if cast by a 20th level sorcerer.

Immune to Mind-influencing effects (Ex): Immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).

See Invisibility (Su): Megaguirus can constantly see invisibility as the spell cast by a 20th level sorcerer. It can suppress or resume this power as a free action.

Legion: Able to communicate with any other creature that has the Legion subtype through the Legion language. Incapable of attacking any creature that has the Legion subtype with more hit dice than it does. Completely incapable of attacking Legion herself, regardless of how many hit dice she has. Medium Aberration (Shapechanger)

Hit Dice: 12d8+12 (66Hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 ft. Climb 40 ft. (30 ft.) Armor Class: 16 (+4 Natural, +2 Dex) Touch 12, Flat-footed 14 Base Attack/Grapple: +9/+9 Attack: Slam +9 melee (1d6/20+infect) Full Attack: 2 Slams +9 melee (1d6/20+infect) Face/Reach: 5 ft./5 ft. Special Attacks: Immolating gaze, parasitic control, supernatural beauty Special Qualities: Alternate Form, Damage reduction 10/magic and bludgeoning, Darkvision 60ft., Amorphous, Memory Echoes Saves: Fort +5, Ref +6, Will +10 Abilities: Str 10, Dex 14, Con 13, Int 15, Wis 14, Cha 14 Skills: Bluff+12, Hide +17*, Listen +12, Move Silently +14*, Spot +12, Survival +12 Feats: Blind-fight, Dodge, Improved Initiative, Mobility, Stealthy Climate/Terrain: Warm and temperate urban Organization: Solitary Challenge Rating: 10 Treasure: ? Standard Alignment: Always Neutral Evil Advancement: 13-20 HD A sickly, bile yellow pool of liquid oozes towards you. As it approaches, the pool coalesces into the form of a beautiful young woman. As you look at her, you feel your body grow hot and burst into flame.

Rarely encountered, the mitochondria eve is always the result of a medical or magical experiment gone wrong. These powerful and deadly organisms are the result of an endosymbiot known as a mitochondria gaining free will after their host is exposed to healing energies after the host is already dead. The most common way that this occurs is if a piece of the person's viscera, particularly the liver, are exposed to a regenerate spell or the like.

In their natural forms, a Mitochondria Eve resembles a formless pool of sticky, yellow liquid, much like some variety of ooze. They can, however, take the form of their former host at will, though they lack garments, and their skin is perfectly smooth, lacking any hair or blemishes. While in their humanoid forms, Mitochondria Eve radiate a soft white glow, and speak with a haunting, echoing voice. All Mitochondria Eve are female.

Mitochondria Eve retain the ability to speak any language the host knew before death.

Combat:

Mitochondria Eve consider themselves superior to all other life, and thus feel that physical combat is beneath them. If forced to, they are able to attack by slamming their opponent with a pseudopodium of their own substance, but prefer to use their immolating gaze and parasitic control powers to take control of their opponents or simply stun them with their supernatural beauty and move on.

Alternate Form (Ex): At will, as a standard action, a Mitochondria Eve can assume her humanoid or liquid form. In their liquid form, she receives a +5 racial bonus to Hide checks and a +10 racial bonus to Move Silently checks and can use her climb movement rate, but cannot speak, or use her immolating gaze. While in humanoid form, she can speak, and use her gaze, but can't climb and has an overland movement of 30 ft.

Parasitic Control (Ex): A Mitochondria Eve can take control of any creature by infecting it with a piece of its substance. She usually accomplishes this by dropping a piece of her substance onto an unaware or sleeping victim. In such a case, the Mitochondria Eve must make a ranged touch attack to hit. A mitochondria eve can also infect a creature with a successful critical hit when she uses her slam attack.

Any creature so infected must make a Will save (DC 18) or be completely taken over by the Mitochondria Eve, as if by a powerful Dominate Monster spell. This save is Charisma based. Once a victim has been infected the controlling Mitochondria Eve can use all of the victim's senses. Such victims have no ability to resist the commands of the Mitochondria Eve it is under the control of, and will follow even obviously suicidal commands. Such creatures are able to use the Mitochondria Eve's immolating gaze power. She can release an infected creature at any time.

Immolating Gaze (Ex): Every round, as a standard action, a Mitochondria Eve can cause any living or once living corporeal creature within her line of sight to burst into flame by commanding the mitochondria within their cells to release their energy simultaneously. Such creatures must make a Fortitude save (DC 18) or burst into flame, taking 4d6 points of fire damage per round. Creatures that make their save take 2d6 points of damage. In either case, the victim continues to burn, taking the same dice worth of damage per round until the flames are extinguished. The flames can be extinguished by normal means. Constructs not made of flesh, elementals, outsiders, plants and incorporeal undead are immune to this attack.

Supernatural Beauty (Ex): Because of the utter perfection of her humanoid form, and the force of her personality, a Mitochondria Eve receives a +6 circumstantial bonus to her charisma score for making any social interactions with members of any race that finds her attractive. Additionally, if she makes a successful bluff check, she can stun any creature that she gains her social interaction bonus from.

Amorphous (Ex): In either form, Mitochondria Eve cannot be flanked, are immune to critical hits, and are not subject to death from massive damage.

Memory Echoes (Ex): Mitochondria Eve retain the memories of their previous host, and can be distracted by a particularly moving event reminiscent of their past. If confronted by their host's former sweetheart or similarly emotional stimulus, the Mitochondria Eve must make a Will save (DC 21). If they fail, their previous host's personality temporarily takes over, effectively paralyzing the creature until the stimulus vanishes plus 1d6 rounds afterward. If she succeeds, she may only take partial actions on the next round, and must make another save the next round with a -2 cumulative circumstantial penalty. Once she fails a save, she cannot attempt another.

This can only occur if the stimulus in question is not attempting to harm the Mitochondria Eve in any way, and is negated instantly if the Mitochondria Eve is attacked. Medium-size Magical Beast (Legion)

Hit Dice: 5d10+5 (32 hp) Initiative: +2 (Dex) Speed: 30 ft., Burrow 20 ft., Fly 60 ft (Average) AC: 17 (+5 Natural, +2 Dex) Attacks: 2 claws +5, gore +3 Base Attack/Grapple: +5/+5 Attack: Claw +5 melee (1d6) Full Attack: 2 claws +5 melee (1d6), gore +3 melee (1d8) Space/Reach: 5 ft./5 ft Special Attacks: Hive Mind, Leap, Improved Grab, Swarming Special Qualities: Blindsight, Immunities, Vulnerabilities Saves: Fort +5, Ref +6, Will +1 Abilities: Str 11, Dex 14, Con 12, Int 4, Wis 10, Cha 5 Skills: Jump +4, Listen +4, Spot +4 Feats: Dodge, Flyby Attack, Multiattack* Climate/Terrain: Any land Organization: Solitary, Brood (2-5), Nest (5-20), Colony (50-100) Challenge Rating: 4 Treasure: None Alignment: Always Lawful Evil Advancement: 6-8 HD (Medium), 9-14 HD (Large) *Bonus feat The first and most loyal members of the swarm, the symbiotic legion are the most common and while not the most powerful, are among the most deadly of all of Legion's minions. Symbiotic legions, in addition to being fairly strong opponents as individuals, are connected through a powerful hive mind power, making them that much deadlier.

Symbiotic legion resemble massive silvery beetles, with elongated forelimbs, long, serrated mandibles and a single red eye in the middle of their heads. Symbiotic legions, despite what their physiology would suggest, are not carnivores, but actually consume glass and crystals by chemically breaking them down and absorbing them into the structure of their bodies.

Symbiotic legion do not speak any normal language, but instead communicate through fluctuations of their body's energy. Other creatures that possess the legion subtype can perceive this language, and are able to communicate with their own body electricity, though it is still imperceptible to all other beings without the legion subtype.

Combat:

Symbiotic legion are built to fight. While not the most intelligent opponents, they are cunning, and, thanks to the hive mind, they are able to attack in a highly coordinated fashion, and thus are able to take down prey much larger than themselves.

Leap (Ex): If a symbiotic legion leaps onto an opponent in the first round of combat, the legion gets to make a full attack action, even if it has moved already that round. Hive mind (Ex): All symbiotic legions within three hundred yards of each other are in constant mental contact though a powerful form of mind link. If one of them is aware of a particular danger, then they all are. No member of the hive mind is considered flanked or flat-footed unless they all are.

Improved Grab (Ex): If a symbiotic legion hits a small or larger opponent with its claw attack, it may start a grapple as a free action without provoking an attack of opportunity. Against opponents small to medium size, for each round that it maintains the grab, it automatically deals claw damage and gains a +2 circumstantial bonus on its gore attack. Against larger opponents, it deals claw damage each round and hangs on. For each symbiotic legion attached to a creature, the victim's movement rate is reduced by 5 ft. per round, to a minimum of 5 ft. Up to 8 symbiotic legion can attach to a large opponent, 20 can attach to a huge creature, 64 can attach to a gargantuan creature and 320 can attach to a colossal creature. Once a symbiotic legion gets a hold, it either pulls its victim into its space if medium size or smaller, or moves into the space of its victim, if the creature is large or larger. Doing so does not provoke an attack of opportunity.

If more than half of the maximum number of symbiotic legion attach to a creature, then they can use their swarming attack.

Swarming (Ex): If more than half the maximum number of symbiotic legion attach to a monster, they can execute a powerful swarming attack. Each round that at least half the maximum number remains grappled, the creature attacked takes 3d6 points of damage. This damage ignores damage reduction and replaces the individual symbiotic legion's normal claw damage dealt for maintaining the hold. Also, so long as the minimum number of symbiotic legion needed for the attack maintain the grab, the creature attacked is considered blind. For each additional 1/6th of the maximum number that also gets a hold, the damage inflicted increases by 1d6 points, until at the maximum number the damage inflicted is 6d6 points of damage per round.

For example, a swarm of 20 symbiotic legion attacks a hill giant. On the first round, six gain a hold, and begin to inflict damage onto the giant. On the next round, another five gain a hold, at which point they begin to deal swarming damage. On the next round, the giant manages to shake 3 free, but another six gain a hold. At this point, the damage increases to 4d6 points of damage per round. On the next round, the last seven manage to attach themselves to the hill giant, and the swarming damage increases to 6d6. On the next round, the hill giant collapses, nothing more than a skeleton stripped of flesh.

Blindsight (Ex): Symbiotic legion perceive the world in a completely alien fashion to most other life forms. A symbiotic legion's blindsight extends out 60ft. Creatures with the electrical subtype, as well as any object that generates electricity lights up to these monsters, giving them a +2 circumstantial bonus to attacks against such sources. They will attack such creatures or objects in preference to all others, including a more pressing foe.

Immunities (Ex): Symbiotic legion are immune to cold and to mind-influencing effects, save those cast by other creatures with the legion subtype.

Vulnerabilities (Ex): Symbiotic legion take double damage from piercing weapons and fire damage. If the creature is given a saving throw to avoid fire damage, it takes double damage on a failed save and standard damage on a successful one.

Legion: Able to communicate with any other creature that has the Legion subtype through the Legion language. Incapable of attacking any creature that has the Legion subtype with more hit dice than it does. Completely incapable of attacking Legion herself. While most elias are content to remain in their isolated communities, others catch the bug of wanderlust, and like the larger humanoids around them, are compelled to take up the life of an adventurer. While their relatives back home worry about their wayward sister, they still send them off with the blessings of the Triad in whatever venture they undertake.

Personality: Elias are friendly beings, finding great joy in contact with other races, particularly children, so long as the larger people do not try to destroy or desecrate their sacred sites, or abduct them for their own use. Yet, they are not completely trustful of the larger races, which sometimes serve the evil gods, or who hunt them for their gemlike corpses. Because of their long lives, elias are very much like elves in perspective, taking a long-term view of the world rather than an immediate perspective like the humans that dominate the planet. Also, as a highly religious people, they are highly devoted to the principles of the Triad member they serve. Those rare elias who serve other gods are also extremely devout to their god's works, and seek to spread the word of their god across the land. At their best they are respectful clerics and missionaries, at their worst, they are violent zealots who seek to bring the glory of their god to all those around them.

Physical Description: All elias are female, and are quite tiny compared to the other races typically encountered in the world. Most elias rarely ever break the four-inch mark, and rarely ever weigh more than three pounds. Elias have slightly yellow skin, with jet-black hair and narrow looking eyes. Their frames are graceful and lithe, with narrow bodies and well-defined features. Elias lack body hair, and never grow facial hair. Most members of the larger races find the delicate elias entrancing, for they possess an exotic beauty that is rarely seen by the larger races. Elias are extremely long lived, reaching maturity after its first thousand years of life, and can live to be well over several hundred thousand years old.

Relations: Elias get along fine with the elves, which are very similar to them in temperament and lifestyle. They are uncomfortable around dwarves, due to the dwarven love of jewelry and precious gemlike materials. Gnomes and halflings are fun to be around, and their love of nature and the simple life brings them close to the sensibilities of the elias. Humans and half-elves are treated with benevolence, but are also slightly distrusted, due to some history between the two races. However, certain tribes of humans actually worship the elias as emissaries of the Triad, and for their part, the elias and these humans have extremely close and friendly relations. Elias dislike half-orcs, seeing them as crude and dangerous beings.

Alignment: Elias very in personality widely, some having a rebellious and wild personality, while others are calmer and more rational. Despite this elias are almost always good in moral alignment, due to their predisposition to the Triad. Their ethical alignment is varied, and is just as likely to be devoted to chaos as it is to law. Despite this, they are rarely extremists, and usually maintain some degree of neutrality in their ethical natures.

Elia Lands: Elias prefer isolated, wilderness lands to inhabit. Preferring to settle among the splendors of nature, they often inhabit islands, mountain valleys and deep rainforests. The elia communities are rarely over two hundred strong, and are usually build below ground, where they are not exposed to the elements, and are hidden from harm. Elias grow most of their food, preferring simple fruits and nectars, occasionally supplemented with some vegetable mater. Because of their small size and careful practices, elias have a negligible impact on the local ecosystem. Only the most expert ranger or druid could detect an elia community without seeing the diminutive fey in person. Those elias living in close proximity to primitive tribes of humans often receive tribute from the men and women around them, and in return, provide healing and magic to help them. In such communities, the humans are very protective of their tiny charges, and will ruthlessly assault anyone who attempts to harm the elias. Many a hunting party, intent on taking elias for their own use, have ended up impaled on the spears of these tribesmen.

Elias found in human communities are often adventurers or a rouge elia, who has chosen the life among the larger beings to the simple life among their own people. Such elias are often entertainers or healers, due to their penchant for song and clerical magic.

Religion: As the chosen race of the Triad, there is little surprise that almost all elias worship the Mothras. Most worship the gentle guardian mother Mothra, owing to her similar attitude to the elia norm. Others worship Mothra's grim sibling Battra, and are among the most unpredictable members of the elia community. Finally, there is a sizable following of the youngest member of the Triad, the headstrong and powerful Leo. While some rouge elias follow the other gods, most follow the Triad without fail.

Language: Elias speak a dialect of the Celestial tongue among themselves, and Common among others. Though those who know Celestial can follow most of the elia's language, there are subtle differences that most people miss, which most listeners' claim is due to the dialect. Elias can understand the common version of Celestial with ease, and can speak common quite easily, but listeners claim that there is a slight accent in either vocal pattern.

Names: Elias know each other by a single name, and have no family names to speak of. No non-elia has ever found out how these fey name each other, only that they often have fairly simple names, and they often have a consonant-vowel pattern to them. Also, because there are no male elias, they all have feminine names. No two elias in a given community have the same name, and most of the time, no two elias have the same name.

Elia Names: Mona, Lora, Belvera, Tanrile, Tsuraki, Kari, Molu, Izumi, and Miki.

Adventurers: Elia adventurers are either on quests for their god, simply satisfying their wanderlust or are rouges. Most adventuring elias keep clear of human and dwarven settlements, often gravitating towards elven and halfling communities. Most elia adventurers are clerics, rouges or bards. A growing number are also taking up the mantle of the paladin under the guidance of Leo, while a fair number of Battra worshipers follow the path of the wizard or sorceresses. Rangers are also quite common.

Elia Racial Traits

+6 Dexterity, -6 to Strength: Elias are very small creatures, and are thus not very strong, but are exceptionally agile. Diminutive: As diminutive creatures, elias receive a +4 size bonus to armor class, a +4 size bonus on attack rolls, +12 size bonus on hide checks, but they must use either elia made weapons or custom items, and have carrying limits ? the size of medium-sized creatures. - Elia equipment costs the same as the equipment of larger creatures to make. Diminutive weapons inflict reduced damage on those they hit. Weapons that normally deal 1d10 inflict 1d4 points of damage, 1d8 points of damage inflict 1d3, 1d6 inflicts 1d2, and anything less inflicts a single point of damage. Critical threat range stays the same. Such items weigh 1/20th of their normal weight, and have their range increments reduced by ?. Diminutive armor weights 1/10th the weight of normal armor, but only provides half the protection, rounded up. Proficient with longsword. All elias take special pride in knowing the art of fighting with their version of a longsword Elias have a base speed of 5ft. No reach. Because they are so small, elias have no natural reach, and thus must move into the same square as their opponent to attack, which provokes an attack of opportunity. See the Player's Handbook for details on diminutive creatures in combat. Elias receive a +10 racial bonus to all jump and performance-singing checks, and their maximum jumping distance is not limited by height. Elias use their dexterity score for jumping as their jump skill's key ability score. All elias are exceptionally capable jumpers and gifted singers. Automatic Languages: Common and Celestial. Bonus languages: Abyssal, Aquan, Auran, Elven, Halfling, Igan Infernal, Sylvan, and Terran. Favorite Class: Cleric. A multiclassing elia's cleric class does not count when determining whether she suffers an XP penalty. Devotion comes easily to elias. Most elias that follow Leo multiclass as paladins, and are not prevented from gaining future levels as a paladin. Battra worshipers often multiclass as wizards or sorceresses. Many Mothra clerics multiclass as bards. Random Starting Ages

Bard Cleric Barbarian Fighter Druid Ranger Paladin Monk Adulthood Sorceress Ranger Wizard 1000 years +10d10 years +16d10 years +20d10 years Aging Effects

Middle Age Old Venerable Maximum Age 30,000 years 100,000 years 300,000 years 40d10 x 1,000 years Random Height and Weight

Base Height Height Modifier Base Weight Weight Modifier 2" +1d2 1lb x 1 lb. In a world where abnormal creatures are as common as a farmer's shovel, there is little surprise that the world's plants are also affected. Foliar creatures are plants that have, for one reason or another, developed into mobile, autonomous organisms. Often found in the company of the goddess Biollante's followers, foliar creatures are plants that have adopted a form similar to another living creature.

Foliar creatures bare little resemblance to the creature they are modeled after, save for a general outline. They are never mistaken for animals, even from a distance. Covered in leaves where hair would be, and having tough bark where skin would be found, foliar creatures are moving, eating and sometimes thinking plants.

Creating a foliar creature

Foliar is an inherent template that can be applied to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, outsider or vermin. Their type changes to "plant." Recalculate the monster's base saves, skills and hitpoints. Hit dice: Changes to d8. Speed: Same as base creature, but flight maneuverability drops one rank. Creatures with clumsy maneuverability before the template is applied cannot fly. AC: Natural armor increases by +4 points. Attacks: The creature retains all of the attacks of the base creature and also gains a slam attack if it didn't already have one. Damage: Foliar creatures have slam attacks. If the base creature doesn't have this attack form, consult the table below. Creatures with a natural slam attack retain their old damage value or use the values below whichever is better.

Size Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium-size 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Special Attacks: A foliar creature retain all of the special attacks from the base creature, and has a 20% chance of having one extra special attack, chosen from the list below. The chance of having an extra special attack rises by 5% for every four hit dice the creature has. Each foliar creature can only have one of the following special attacks.

Entangling vines (Su): The foliar creature can spit a small sphere of vines as a grenade like weapon with a range of 20ft. (no ranged increment) once per turn as a standard action. If the vine ball hits, the vines spring to life, entangling the creature struck like a tangle foot bag. The vines last for 1 minute, or until they take 10 points of slashing or fire damage.

Poison (Ex): The foliar creature gains a poison attack. Chose one of the creature's natural attacks. This attack now injects poison, which deals 1d6 points of constitution damage (primary and secondary. DC for the fortitude save is 10+ ? the foliar creature's HD + the foliar creature's Constitution modifier.)

Sleeping powder (Su): Once every 1d4 rounds as a standard action, the foliar creature can release a burst of sleeping powder in a cloud that extends 10ft. from its body. This magical powder causes all living, non-plant creatures within its radius to fall asleep for 2d4 rounds, regardless of hit dice. A successful fortitude save (DC 10 + ? the foliar creature's HD + foliar creature's Constitution modifier) negates this effect and renders the victim immune to that particular foliar creature's sleeping powder for 1 day.

Spell-like ability: The foliar creature can use one of the following spells once per day as a spell like ability: contagion, control plants, entangle, pass without trace, plant growth, rusting grasp, snare, or spike growth. Caster level is equal to the foliar creature's hit dice.

Thorns (Ex): The creature's body is covered with long, barbed thorns. Any creature striking the foliar creature with a natural weapon or a weapon with a reach of 5ft. or less, the attacker suffers 1d6 points of piercing damage from the thorns. In addition, if the creature possesses a poison attack or some form of toxic secretion, like a carrion crawler's paralytic tentacles, the thorns deliver the poison as well. The creature is also considered to have armor spikes for purposes of grappling and being grappled.

Vine scythe (Ex): One of the foliar creature's limbs has transformed into a long, tendril-like vine, which ends in a jagged, bladed projection. When using this vine to attack, the creature has a natural reach of 15ft., and inflicts slam damage + its strength modifier with a successful hit. The vine scythe threatens a critical on an 18-20. If the creature has a poison attack, the vine scythe delivers the poison.

Special Qualities: The foliar creature retains all of its old special qualities, plus the following (note that vermin lose the vermin type, and therefore do not receive the vermin bonus on the DC of their poison saves, as well as the standard vermin traits):

Create Spawn (Su): A foliar creature can inject the corpse of any creature that fits the criteria for becoming a foliar creature with a magical seed. Once this seed is nestled in its new flesh cocoon, it slowly begins to grow, spreading roots through the corpse and replacing the old tissues with plant materials. After five days, the corpse is transformed into a foliar creature. Though the new foliar creature retains all of the skills and abilities it possessed in life, it does not retain its old mind or memories. Such creatures have no particular loyalty to their creator, nor does their creator have any special control over them.

The corpse is completely consumed by this process, and thus characters infested with these seeds can only be raised through a true resurrection or higher spell. If a dispel magic, remove disease or heal spell is cast on the corpse before the transformation is complete, then the seed is destroyed and the corpse can be raised normally.

Plant traits (Ex): Foliar creatures are immune to all mind-affecting effects, poison, sleep effects, paralysis, polymorph and stunning. Not subject to critical hits. Low-light vision.

Tremorsense (Ex): A foliar creature can automatically sense the location of anything within 60ft. that is in contact with the ground.

Saves: A foliar creature has good Fortitude saves. Abilities: The foliar creature's ability scores are modified in the following way: Str +3, Dex -1, Con +2. Skills: Folair creatures have skill points equal to (2+Int modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Die, if the foliar creture has an Intelligence score. However, if the base creature has no Intelligence, the foliar creature has no skills or feats. Foliar creatures receive a +10 racial bonus to hide checks when attempting to hide in a wooded or marshy setting. Climate/Terrain: Any forest or marsh Challenge Rating: As base creature +2 Treasure: Same as base creature Alignment: Same as base creature moved one step towards true neutral. Thus, a foliar creature with a lawful evil base has either a lawful neutral or neutral evil alignment. The frequency of the alignment (i.e. always, usually, often) remains the same. Advancement: Same as base creature. Level Adjustment: As base creature +5

Sample foliar creature This foliar creature uses a chuul as the base creature. Foliar Chuul Large Plant Hit Dice: 11d8+55 (104 hp) Initiative: +6 (+4 improved initiative, +2 Dex) Speed: 30 ft. Swim 20 ft. AC: 25 (-1 size, +2 Dex, +14 natural) Base Attack/Grapple: +8/+18 Attack: 2 Claws +14 melee; Slam +14 melee Full Attack: 2 Claws +13 melee (2d6+6) or Slam +13 melee (1d8+9) Face/Reach: 5ft./10ft. Special Attacks: Constrict 3d6+6, improved grab, paralytic tentacles, thorns Special Qualities: Amphibious, darkvison 60ft., immunity to poison, create spawn, tremorsense, plant traits Saves: Fort +12, Ref +5, Will +5 Abilities: Str 23, Dex 15, Con 20, Int 10, Wis 14, Cha 5 Skills: Hide +13*, Listen +11, Spot +11, Swim +13* Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative Climate/Terrain: Any forest or marsh Organization: Solitary, pair or pack (2-5) Challenge Rating: 9 Treasure: 1/10th coins; 50% goods; standard items Alignment: Usually chaotic neutral or neutral evil Advancement: 12-16 HD (Large); 17-33 HD (Huge)

A foliar chuul is generally mean-tempered and always hungry. It uses its massive pincer like branches and paralysis causing roots to disable prey, which it then impales on its body thorns. Because it spends so much time in swamp water, there are often colonies of algae growing on the creature's body. These creatures rarely work with Biollante priests, but the more even-tempered ones are known to hang around Biollante temples that keep them well fed.

Combat

Foliar chuul usually try to attack from ambush, but follow the basic tactics of normal chuul. Due to their camouflage in wooded areas, they often surprise their prey.

Improved Grab (Ex): To use this ability, the foliar chuul must hit with its claw attack against an opponent one size smaller than itself (grapple bonus +18). Starting the grapple does not provoke an attack of opportunity against the foliar chuul. If it gets a hold, it automatically deals squeeze damage to its opponent. Alternatively, it can conduct a grapple as normal, or simply hold its foe (-20 to grapple checks, but the foliar chuul is not considered grappled).

Constrict (Ex): On a successful grapple check, a foliar chuul deals 3d6+6 points of damage.

Paralytic Tentacles (Ex): The foliar chuul can transfer grabbed victims from its claws to its tentacles as a partial action. The tentacles grapple with the same strength (and bonus) as the claws but deal no damage. However, they exude a paralytic secretion. Those held in the tentacles must succeed a Fortitude save (DC 20) or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, the creature automatically takes 1d8+2 points of damage each round from the creature's mandibles.

Thorns (Ex): The foliar chuul's body is covered with long, barbed thorns. Any creature striking the foliar chuul with a natural weapon or a weapon with a reach of 5ft. or less, the attacker suffers 1d6 points of piercing damage from the thorns. In addition, the thorns carry the foliar chuul's paralytic secretions (see above). The foliar chuul is also considered to have armor spikes for purposes of grappling and being grappled.

Create Spawn (Su): A foliar chuul can inject the corpse of any creature that fits the criteria for becoming a foliar creature with a magical seed. Once this seed is nestled in its new flesh cocoon, it slowly begins to grow, spreading roots through the corpse and replacing the old tissues with plant materials. After five days, the corpse is transformed into a foliar creature. Though the new foliar creature retains all of the skills and abilities it possessed in life, it does not retain its old mind or memories. Such creatures have no particular loyalty to their creator, nor does the foliar chuul have any special control over them.

The corpse is completely consumed by this process, and thus characters infested with these seeds can only be raised through a true resurrection or higher spell. If a dispel magic, remove disease or heal spell is cast on the corpse before the transformation is complete, then the seed is destroyed and the corpse can be raised normally.

Tremorsense (Ex): A foliar chuul can automatically sense the location of anything within 60ft. that is in contact with the ground.

Skills: Foliar chuul receive a +10 racial bonus to Hide checks while within a wooded or marshy setting. A foliar chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. - New magic and domains available in a Toho universe based game-

New Spells New Domains

Acid Splash Acid Domain Atomic Pulse Assassin Domain Awaken Machine Corona Domain Big Bang Death Domain Biollante's Acid Orbs Hate Domain Blood of Biollante Legion Domain Bombard Machine Domain Corona Bolt Radiation Domain Corona Storm Radiance Domain Corroding Curse Retribution Domain Curse of Putrescence Terror Domain Detect Radiation Toxic Domain Exodus Transformation Domain Legion's Boon Legion's Gift Lesser Radiation Burn Light Bolt Machine Fist Major Radiation Burn Mirror Strike Nuclear Body Omega Curse Omni Light Bolt Prismatic Beam Radiant Swords Radiation Blast Reconstruct Remote Control Storm of Corrosion Wall of Lightning New Spells Acid Splash Evocation [Acid] Level: Acid 4, Wiz/Sor 3 Components: V, S, M/DF Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: 20 ft.-radius spread Duration: Instantaneous Saving Throw: Reflex Half Spell Resistance: Yes

Upon completing this spell, a glowing green orb about the size of a grapefruit appears in your hand. You then must throw the orb. Once the orb reaches its target, it bursts into a sphere of caustic, drenching acid, dealing 1d6 points of acid damage per caster level (Max 10d6) to all creatures within the area of the spell. Unattended objects also are eaten away by the mystical fluid. Small, non-magical flames, such as torches and campfires, are extinguished by the splash of liquid.

When the orb appears, you determine the location the burst is to occur and throw the orb, which flies towards the desired point, then pops, splashing everything with the acid. If there is some sort of obstruction in the way, such as another creature or a wall, the orb bursts prematurely. Because it is so large, it is very difficult to send the attack through a small space. In order to send it through a hole of the proper size, you must hit the opening with a ranged touch attack.

When the acid sprays out, it dissolves almost everything it touches. The only materials that are unaffected are platinum, gold, silver, and almost all stone except limestone and marble. It the orb strikes a barrier, the burst does not pass through, instead dissolving the barrier, if the acid can affect it.

Atomic Pulse Evocation (Radiation) Level: Radiation 8, Sor/Wiz 9 Components: V, S, M/DF Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: 10 ft./level-radius burst (see below) Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

This spell was created by the worshipers of Godzilla as a tribute to one of their master's most deadly attacks. When cast, the spell creates an intense burst of high-powered radiation, which sears and damages the internal organs of its victims. All creatures except for the caster caught in the globe take 1d6 points of radiation damage per caster level (max 20d6). A successful fortitude save reduces the damage to half. Creatures wearing full-bodied metal armor receive a +2 resistance bonus to this save.

Solid objects do not easily impede radiation energy attacks. In order for a wall to stop the burst, it must be constructed of heavy, leaded metal. At least a foot is required to impede the radiation. Otherwise, the burst reaches its full radius, regardless of the obstruction. Thus, creatures on the opposite side of a wall are still damaged when this spell is cast, unless the wall has a leaded metal layer within it.

See the spell Lesser Radiation Burn for the effects of radiation damage on living creatures.

Arcane material component: A piece of petrified wood or a piece of phosphorescent rock.

Awaken Machine Transmutation Level: Machine 8 Components: V, S, M, DF, XP Casting Time: One day (see below) Range: Touch Target: One construct Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

This spell allows the caster to infuse a metal construct with human intelligence and presence. To succeed, you must make a will save (DC 10 + HD of the construct).

Once the spell is completed, the construct gains 3d6 points of Intelligence, and gain access to skills and feats if it didn't have them before. If the construct has bonus feats, these do not count towards the feats gained from the effects of this spell. The construct's Wisdom and Charisma scores each rise by +1d6. The construct's alignment remains the same as the normal construct. The construct gains the ability to speak one language you know, plus one additional language you know per point of intelligence bonus (if any).

Constructs improved by this spell are still under the control of their creators, but are more intelligent and aware, so they can act more creatively in combat. If a construct goes berserk after being improved by this spell, it merely breaks free of its master's control, and doesn't necessarily go on a rampage. The construct's alignment remains the same as its normal alignment. It does, however, remember its time as a slave, and will often work to destroy its former master. The construct's master can try to reestablish control as normal.

This spell can only be cast on the construct during the creation process, and only on constructs that are predominantly made of metal. This spell is incorporated into the rituals to create the construct, and extends the time required to animate the creature by one day. Pre-existing constructs cannot be targeted by this spell, and if it is cast on one, the spell is wasted.

Material components: One fire, one black and one white opal, each worth 1,600 gp. These gems are incorporated into the construct as it is created.

XP: 300 XP per HD of the construct to be awakened.

Big Bang Evocation [force] Level: Corona 9 Components: V, S, F, Xp Casting Time: Full Round Range: Long (400 ft. + 40 ft./level) Area: 200 ft. spread Duration: Instantaneous Saving Throw: Reflex partial (see text) Spell Resistance: Yes

The most powerful spell granted by the demon god Space Godzilla, Big Bang is a spell that creates nothing short of utter desolation in the area it targets. When completed, an immense flash of white light shoots down from the sky and strikes the target area with a deafening blast of force and burning radiance. All creatures caught within the spread take 1d10/level points of force damage (max 20d10) from the blast. Also, creatures of huge size or smaller are thrown back 1d10×10 feet, taking 1d6 points of damage for every 10 ft. traveled, and are considered knocked prone. A successful Reflex save reduces the damage to half and negates the knockback. Creatures reduced to -10 hit points by this spell are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell.

Structures within the area of the blast fare just as poorly against the force of this spell. All objects within the blast take 5d10+10 points of force damage, and ignores hardness. Objects destroyed by this spell are blasted into dust and can be recovered only through a wish or miracle spell.

Focusing such intense power does have its toll on the caster however. After using the spell, the caster takes 1d8 points of temporary Strength and Dexterity damage, and is considered Fatigued for 1d4 minutes. Focus: A crystal harvested from one of Space Godzilla's crystal matrixes, worth 10,000 gp.

XP Cost: 500.

Biollante's Acid Orbs Conjuration [Acid] Level: Acid 3, Drd 3, Clr 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: Up to ten creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Biollante only grants this spell to her priests and druids, who use it to punish those who despoil the natural world. While many sorcerers and wizards have tried to mimic this spell, none of them have been successful to date, as many of them are found dissolved in their labs, apparently from the spell backfiring on them. Apparently, the goddess doesn't wish for those who are not worthy to copy her spells.

Upon completing this spell, one small, green orb appears on one of the caster's fingers, plus one additional orb per two caster levels beyond first (max 10 at 19th level). You can fire the orbs from the tips of your fingers at any target within range. The orbs unerringly strike their target, inflicting 1d6+3 points of acid damage to its target per orb, but cannot strike specific body parts. If you fire more than one orb, you can designate more than one target, but no two targets can be more than 15 ft. apart. You must designate the targets before rolling SR and damage.

The orbs can be used to strike inanimate objects. Objects struck by the orbs take 1d6+3 points of acid damage, which ignores hardness. Gold, silver, platinum and most stones, except limestone and marble, are unaffected by this spell.

Blood of Biollante Transmutation [Acid] Level: Acid 8, Drd 9 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 minute / level Saving Throw: No Spell Resistance: No

Named after the goddess who grants this spell, Blood of Biollante is a powerful defensive and offensive spell used by the Earth Goddess's cleric and druid followers, which transforms the caster's blood into a magical acid. Many clerics and druids use this spell before battling creatures they know to draw blood in melee, for the acid blood eats away at any object that it touches. The stronger the caster is, the more potent her blood. Some druids have been reported, after casting this spell, to dissolve the teeth of dragons that were foolish enough to bite them.

After completing this spell, the caster's blood transforms into a potent acid. While the caster and her equipment are immune to this acid, any other object that comes into contact with the blood is not so lucky. Whenever the caster is struck in melee by a slashing or piercing type attack, her blood gets onto the weapon used to attack her. If the weapon is a natural attack, such as claws, or a melee weapon with reach 5 ft. or less, the blood gets onto the attacker, inflicting 3d6 points of acid damage to the creature. Additionally, the acid adheres to the flesh of the creature, inflicting the same amount of damage for 1 round/2 caster levels (max ten). Also, the creature must make a fortitude save or suffer extreme agony from the acid corroding their flesh and bones, suffering a -2 penalty to Dexterity and a -4 penalty on attack rolls, skill checks and ability checks for as long as the acid inflicts damage, plus 1d6 rounds after the acid stops inflicting damage.

If the character has lost at least 1 point of damage to a piercing or slashing attack, even a self inflicted one, she can coat her hand with her own blood, and use it as a weapon. This is treated as a touch attack, and the caster is considered armed for purposes of attacks of opportunity. With a successful touch attack, the character inflicts 1d6 points of acid damage. The caster can only use this attack so long as she has at least 1 hit point lost, so if she is healed to full hit points, she can no longer use her own blood to attack. If she loses ten hit points to piercing or slashing damage, she can fling droplets of her blood as a ranged attack with a range increment of 5 ft. (max range 10 ft.). If she hits with a ranged touch attack, the acid deals 1d6 points of damage. Using either of these attacks is a standard action. Material Components: A potion of protection from elements (acid), which the caster imbibes as she casts the spell, and an emerald worth at least 1,000 gp.

Bombard Conjuration Level: Machine 4, Wiz/Sor 3 Components: V, S, M, F/DF Casting Time: 1 action Range: Long (400 ft. +40 ft./caster level) Area: All creatures within a 20 ft. burst Duration: Instantaneous Saving Throw: Reflex partial (see text) Spell Resistance: Yes

Developed to mimic the powerful technological weapons developed by the Kiryu priesthood in the city state of Technali, this spell is a closely guarded secret among the followers of the Machine King. While the Technali Empire allows its distribution among their own wizards and sorcerers, they are known to execute any spell-caster who willingly gives the knowledge of this spell to an outsider.

Upon completing this spell, a circular vortex appears in front of the caster's outstretched hands, and a series of small, cylindrical projectiles streak out of it in line. The missiles streak towards their target, where upon they impact and explode in a 20 ft. spread, dealing damage based on type of missiles selected by the caster when she casts the spell.

When the character casts the spell, she must choose the type of missiles to be used. Consult the following table to determine what type of missiles the caster can choose. Casters can use a missile type of a lower level if they wish.

Level Missile Type Damage Type 1-5 Concussion Piercing 6-10 Napalm Piercing,Fire 11-15 Freezer Piercing, Cold 16-20 Sulfuric Acid Piercing, Acid

All creatures within the spread take 1d6 points of damage per two caster levels, (max 10d6). For the higher end missiles, the damage is split between piercing damage and an energy type. Regardless of the type of missile chosen, all creatures within the spread take damage according to the type of missile chosen. If they have resistance to one type of damage, such as a skeleton's resistance to piercing damage, determine damage and apply resistance to the appropriate damage.

When firing this spell, the caster must designate a target point for the missiles to strike. Should an obstruction block the missiles' path, they will detonate prematurely. The missiles cannot be fired through any space smaller than 5 ft. in diameter, and anything with a diameter less than 10 ft. requires a ranged touch attack to "hit" the space.

Material components: A pinch of gunpowder and a bit of chemical determined by the type of missile launched. Concussion missiles require a piece of steel, napalm missiles require a bit of basalt, freezer missiles require a small shard of rock crystal, and sulfuric acid missiles require a piece of limestone.

Focus: A metal tube.

Corona Bolt Evocation [electrical] Level: Corona 7, Sor/wiz 7 Components: V, S, F/DF Casting Time: 1 action Range: Short (25 ft. + 5 ft./level) Target: One creature within range that the caster can see Duration: One round/level (max 10) Saving Throw: Fortitude half Spell Resistance: Yes This spell was designed by worshipers of Space Godzilla to mimic their god's breath weapon. So long as the spell is in effect, the caster can fire a ribbon-like bolt of crimson lightning from her hand. The bolt arcs towards one target within range, and unerringly strikes it, inflicting 1d6/level points of electrical damage (max 20d6) to the target. A successful fortitude save reduces the damage to half. This spell completely ignores cover, so long as the target doesn't have 100% cover, unless the caster knows where the target is. It cannot be used to target a general creature. Thus, the caster couldn't choose to target the commander of an enemy unit unless he knew exactly who the commander was.

Each round, for as long as the spell lasts, the caster can throw another bolt of energy as a standard action, and can chose a different target each round or strike the same opponent.

Arcane Focus: A small piece of rock crystal.

Corona Storm Evocation [electrical] Level: Corona 8, Sor/wiz 8 Components: V, S, M Casting Time: 1 action Range: Personal Area: 50 ft. burst Duration: Instantaneous Saving Throw: Reflex partial (see below) Spell Resistance: Yes

Upon completing the final words to this spell, a sphere of crimson lightning bolts erupts from your body, raking all creatures within the area of effect with lethal electrical energy. All creatures, except for you, in the blast take 1d6/level points of electrical damage and are stunned for 1 round afterwards. Creatures who make a successful Reflex save take half damage and are not stunned.

Creatures wearing predominantly metal armor or wielding a metal weapon of at least medium size receive a -2 resistance penalty to their saves, due to the fact that metal attracts the lightning bolts.

Material components: A piece of metal that has been struck by natural lightning.

Corroding Curse Transmutation [Acid] Level: Acid 5, Clr 6, Drd 6 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One living creature touched Duration: 1 round + 1 round/3 caster levels Saving Throw: Fortitude partial (see text) Spell Resistance: Yes

One of the most deadly spells granted by the earth goddess Biollante, Corroding Curse transforms the target's own blood into acid. The creature suffers terrible agony as her own blood begins to dissolve her from the inside out. Yet, once the spell ends, her blood returns to normal, though the damage suffered is often severe.

Upon completing the spell, the caster makes a touch attack against one creature. If she hits, the target must immediately make a fortitude saving throw. Success indicates that she only takes 2d6 points of acid damage, and nothing more. Failure, on the other hand, has steep repercussions, as the spell's magical energy quickly spreads through the target's body, transforming her blood into concentrated acid, which quickly begins to eat away at the surrounding tissue. The acid lasts for 1 round, plus 1 round/3 caster levels (max 7 rounds), inflicting 3d4 points of acid damage to the creature per round. Also, while under the effect of the spell, the creature is considered staggered, due to the tremendous pain she suffers from the acid eating away at her own internal organs. Spell casters must make concentration checks each round to cast spells. The pain lasts as long as the spell remains active, plus 1d6 rounds after.

Only creatures with blood or a similar body fluid are affected by this spell. Thus, Constructs, Elementals, Oozes and most Undead are immune to this spell, as are creatures with the incorporeal subtype.

Curse of Putrescence Necromancy [evil] Level: Toxic 9 Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft. +10 ft./level) Effect: See below Duration: 1 round/level Saving Throw: Special Spell Resistance: Yes

Upon completing this spell, a sickly green ray of light emerges from your hand. You must succeed with a ranged touch attack to hit with the ray. If you hit, the creature struck takes 1d6 points of damage per caster level (Max 20d6). Creatures killed by the damage are reduced to a pool of bubbling vomit colored putrescence.

However, the toxins in the puddle remain active for 1 round per caster level (Max 20 rounds). Should any creature touch the organic sludge, they must make a fortitude save or suffer 1d6 points of damage per caster level (Max 10d6). Like the initial victim, creatures killed by this spell are liquefied, and add to the size of the pool. If they somehow survive the toxins, they must save again each round they remain in contact with the sludge. Once the duration of the spell is up, the liquid loses all toxicity, and merely becomes a puddle of rotting organic matter.

The size of the puddle produced depends on the size of the victim. Diminutive through tiny creatures do not produce an appreciable puddle. Tiny creatures produce a puddle 5 ft. in diameter. The puddle produced by a small creature is equal to its space +5 ft. Medium creatures produce a puddle equal to their space +10 ft. Large creatures create a puddle equal to 150% of their space. Huge creatures produce a puddle twice the size of their space, while gargantuan creatures produce a puddle four times the size of their space. A colossal creature produces a puddle eight times the size of its space. Any creatures within the area of the puddle when it's created must make a fortitude save or suffer the effects of this spell. Creatures dissolved by the spell produce their own puddle where they last stood.

Detect Radiation Divination Level: Brd 1, Clr 1, Radiation 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 action Range: 60 ft. Arena: Quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 1 round/level (D) Saving Throw: None Spell Resistance: No

You can detect radioactive energy in an area depending on how long you study a particular area. This includes monsters with the radiation subtype

1st round: Presence or absence of radiation energy 2nd round: Number or radioactive sources and the location of each. If the source is out of sight, you discern the direction but not location. 3rd round: The strength and location of the radiation source. If the radiation source is out of sight, you discern direction but not location.

Radiation strength: The strength of the radiation this spell detects is determined by HD of the monster with the radiation subtype or the DC of the ambient radiation. Ambient radiation is described under the Godzilla entry

Strength Monster HD Radiation Attack DC Dim Lingering aura Lingering Aura Faint 1 or less 10 or less Moderate 2 - 7 11 - 12 Strong 8 - 13 13 - 15 Overwhelming 14+ 16+ Length Aura Lingers: How long the radiation lingers in the area depends on its original strength. Radiation attacks leave ambient radiation over the area they cover, while monsters leave ambient radiation wherever they move. When the duration ends for the current strength, it drops to the next lowest strength and lasts for as long as the new strength, until it eventually disappears.

Aura Strength Damage (DC) Faint 3d10 hours Moderate 3d10 x 10 hours Strong 3d10 years Overwhelming 3d10 x 10 years

Exposure to Lingering Radiation: Lingering radiation is toxic to all creatures that do not have the radiation subtype. Creatures spending more than an hour in the area take damage based on the strength of the aura. A successful fortitude save reduces the damage to half (round down). To suffer the damage, you must enter the affected area or touch something that came in contact with the radioactive monster or attack.

Aura Strength Damage (DC) Faint 1 temporary Con (10) Moderate 1d2 temporary Con (11) Strong 1d4 temporary Con* (14) Overwhelming 1d6 temporary Con* (16) * On a roll of 4 or higher, 1 point of Constitution damage becomes permanent.

Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block it.

Arcane material component: A piece of petrified wood or a piece of phosphorescent rock.

Exodus Conjuration (Good) [Light] Level: Radiance 9 Components: V, S, DF, M Casting time: Full round Range: Personal Area: 40 ft. burst Duration: Instantaneous Saving Throw: Fort partial (see text) Spell Resistance: No

One of the most powerful spells in existence, Exodus is one of the most feared weapons of Leo's priests. The priest spends an entire round literally praying for Leo to send a single shard of his radiant light, which the priest then focuses through his body in a powerful and deadly burst of dazzling white brilliance. Because this spell is so powerful, Leo priests are reluctant to use it frivolously; as such actions might bring their lord's wrath down upon their heads.

This spell's effects depend on the nature of the creatures caught in it. Those who are allies with the priest are warmed and comforted by the light, while it heals their wounds and refreshes their bodies. All creatures allied with the priest who are in the burst are healed for 10d6 points of damage, and are refreshed as though they had rested (not slept) for nine hours. All allies are also cured of all their ailments, as though they were subject to a heal spell. The caster receives none of the healing benefits of this spell.

Foes of the priest do not fare so well. To them, the light is bright, hot, and painful. All creatures hostile towards the priest who are caught in the burst take 10d6 points of divine damage. Also, the searing radiance instantly exhausts any creature that takes damage. A successful fortitude save reduces the damage to half, and only fatigues the creature. Regardless, the creature is also blinded for 1d4 rounds.

Upon completing the spell, the caster is staggered for 1d4 rounds. This spell can never be placed on a scroll or in a wand.

Martial components: A piece of flawless jacinth, worth 8,000 gp. Legion's Boon Transmutation (Lawful, Evil) Level: Legion 8 Components: V, S, DF, XP Casting Time: 3 Hours Range: Touch Target: One living, corporeal creature touched Duration: Three rounds Saving Throw: Will negates Spell Resistance: No

Much like the lesser Legion's Gift, Legion's Boon forcibly transforms one living, corporeal creature into a servant of Legion. This spell is identical to Legion's Gift with a few minor variances.

When the caster touches the victim, in addition to the normal changes that take place, on the third round of the transformation, the creature gains either the fiendish (pg. 211-212 of Monster Manual) or the half-fiend template (pg. 215- 216 of Monster Manual), at the caster's choice.

Like the lesser Legion's Gift, Legion's Boon takes a toll on the caster. However, unlike the former spell, the price is higher. On a failed fortitude save, the caster loses 2 points of permanent Constitution, while a successful save reduces the loss to 1d4 temporary Constitution. If the caster chooses the half-fiend template to be added, she does not gain a saving throw to avoid the permanent Constitution drain.

XP Cost: 2,000 + 100/Target's HD

Legion's Gift Transmutation (Lawful, Evil) Level: Legion 6 Components: V, S, DF, XP Casting Time: 1 Hour Range: Touch Target: One living, corporeal creature touched Duration: Three rounds Saving Throw: Will negates Spell Resistance: No

One of the most insidious spells used by the swarm, Legion's Gift forces a single creature touched thorough a diabolical physical and mental transmutation, turning the creature into a willing slave of the swarm, now thoroughly corrupted by the vile magic of Legion. The priests of Legion are quite fond of using this vile spell to turn their enemies to the worship of their god, as well as introduce a wide variety of beasts and monsters into the swarm.

Upon the completion of the spell, the caster must touch one living, corporeal creature that is either held or incapable of moving (this excludes constructs, elementals and undead). The creature gains a 1 time only Will save to resist the spells effect. Should the save fail, over the course of three rounds, the victim goes through a painful metamorphosis. On the first round, her alignment shifts permanently to Lawful Evil. On the second round, she gains the Legion subtype. On the third round, the transformation is complete, and the character is now a permanent slave of the swarm.

The following is a description of the Legion subtype

Legion: Able to communicate with any other creature that has the Legion subtype through the Legion language. Incapable of attacking any creature that has the Legion subtype with more hit dice than it does. Completely incapable of attacking Legion herself, regardless of Hit Dice.

Because this is a transmutation effect, creatures usually immune to mind-influencing effects, such as vermin, are still affected. Also, once the duration of the spell ends, the creature has been permanently transformed into a creature of the Legion, and thus, she cannot be returned to normal with any effect short of a wish or miracle. If the victim is somehow exposed to a regeneration spell before the initial three rounds of transformation are completed, the spell is negated. Casting this spell is taxing on the caster. Upon completion of this spell, the caster must make a Fortitude save (same DC as the spell) or take 1 point of permanent Constitution damage. This damage is dealt even if the victim makes her saving throw to resist the transformation. If the caster makes her save, she still takes 1 point of temporary Constitution damage. In either case, the caster is considered fatigued for 1 hour.

XP Cost: 1,000 XP + 50XP/HD of the target.

Lesser Radiation Burn Transmutation (Radiation) Level: Radiation 1, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

The first radiation class spell learned by clerics of Godzilla is the lesser radiation burn spell, which channels part of their god's power into the palm of their hand, allowing them to inflict ghastly damage on an opponent. A creature targeted by this spell takes 1d8 points of radiation damage, +1 point per caster level (max +5). A successful fortitude save reduces the damage to half. Creatures wearing metal armor receive a +2 resistance bonus to their fortitude saves.

Radiation damage is vicious, because it attacks the very structure of the target. Thus, radiation damage takes twice as long to heal, and is the last damage to be recovered. If magical healing is applied, the damage healed is halved, and the radiation damage is healed last. Example: a fighter encounters a sorcerer who casts lesser radiation burn on him. He takes 4 points of radiation damage. On the next round, the sorcerer casts magic missile on him, dealing 5 points of damage, before being struck down. The fighter pulls out a potion of cure light wounds, and is healed for 9 hit points. The first five go to the damage suffered from the magic missile, while the other 4 points of healing only recover 2 of the radiation damage. The fighter still has 2 points of radiation damage left unhealed. Additionally, radiation damage is treated as fire when used to overcome regeneration, and inflicts half damage to creatures that are immune to fire. Constructs, elementals, and incorporeal undead are immune to radiation damage.

Light Bolt Evocation [light] Level: Clr 3, Radiance 2 Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: 1 Ray/four levels Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Upon completing this spell, you can fire brilliant beams of pure light from your hands. You can create 1 ray for every four levels caster levels, will a maximum of five rays. All rays must be aimed at enemies that are within 30 ft. of each other. To hit with a ray, you must make a ranged touch attack. If the beam hits, it inflicts 1d6+1 points of force damage per two caster levels (max 5d6+5).

Machine Fist Transmutation Level: Machine 2, Sor/Wiz 3 Components: V, S, F Casting Time: 1 action Range: Touch Target: One creature touched Duration: 1 hour + 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

A favorite spell among the warriors of Technali, Machine Fist transforms the recipient's arms into organic adamantine. While so transformed, the creature's arms gain phenomenal strength and striking power, as well as the capacity to use cybernetic weapons. This spell is virtually unknown outside Technali.

Upon completing the spell, the target's arms are transformed into mechanical, living adamantine. While the spell is in effect, the creature receives a +2 enchantment bonus to Strength when using her arms. Additionally, the character can make unarmed attacks, dealing 1d8 + 1 per caster level (max +5) points of damage. While under the effects of this spell, the character is considered armed when making bare handed attacks, and does not provoke an attack of opportunity. The character's fists are considered adamantine for overcoming damage reduction and for ignoring hardness when striking objects.

Focus: A piece of adamantine, worth 100 gp.

Major Radiation Burn Transmutation (Radiation) Level: Radiation 4, Sor/Wiz 4

As Lesser Radiation Burn, except the touch deals 4d8 points of radiation damage, +1 per caster level (max +20).

Mirror Strike Abjuration Level: Retribution 5 Components: V, S, M, F Casting time: 1 action Range: Touch Target: One specially prepared mithral shield Duration: 1 round/level or until discharged Saving throw: No Spell Resistance: No

This spell, created by the Battra priesthood, is one of the most feared spells in their repertoire. This spell is truly one of retribution, for it turns an opponent's own attacks back on them, even going so far as to alter the energy so that it will harm creatures normally immune to certain energy types.

When the spell is cast, the caster must touch a specially prepared mithral shield. Once activated, the spell lasts for 1 round per level, or until it is discharged. If the caster is struck by an attack that deals energy damage during the duration of the spell, she can make a reflex save (DC 20) to catch the blast on the surface of the shield. Attacks that can be caught by this include rays, breath weapons, bolts, bursts or even melee attacks, such as a flaming weapon or a touch spell. If the caster succeeds in her reflex save, she takes no damage from the attack, which is absorbed into the shield. In the case of breath weapons and bursts, all other creatures in the area still take damage as usual. Once the shield has absorbed an attack, it cannot absorb another.

Any time after the shield has absorbed an attack, the caster can chose to unleash the stored energy as an exact duplicate of its original form. In the case of touch or melee attacks, the energy can be unleashed as a free action, directly striking the attacker. For ranged attacks, the caster must spend a standard action to unleash the absorbed attack. For instance, if the caster caught a fireball spell with the shield, she could redirect the fireball back at the original caster on his next turn. Area, range, saving throws and such are completely identical to the original attack. However, despite the appearance of the spell, it does not inflict the original energy type in damage. Instead, the redirected attack inflicts an equal amount of divine damage, which is not subject to energy resistance, endure elements spells and the like.

Focus: A large mithral shield with a large mirrored surface, forged by the Battra priesthood, worth 3,000 gp.

Martial components: A specially prepared mineral oil, composed of powdered mithral, diamonds and holy water, costing 200 gp. This oil must be used to polish the mirrored surface of the shield as the spell is being cast.

Nuclear Body Evocation (Radiation) Level: Radiation 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level Saving Throw: None Spell Resistance: No

One of the favorite spells of Godzilla's worshipers, this enchantment infuses the caster with deadly radiogenic energy, causing her to become a walking nuclear furnace. The caster's body begins to emit radiation, causing her to glow a bright red, emitting light equivalent to a light spell. Each round, the spell also negates the first 30 points of radiation damage suffered by the caster, regardless of the source.

In addition, the character emits copious amounts of nuclear energy, damaging those who draw close to her. Creatures within 10 feet of the character take 2d4 points of radiation damage per round, while those from 10-20 feet away take 1d4 points of radiation damage per round. This damage is halved with a successful fortitude save. Creatures wearing full-bodied metal armor receive a +2 resistance bonus to this save. Also, for the duration of the spell, the caster's touch inflicts damage as per the Lesser Radiation Burn spell.

For the special properties of radiation damage, see the Lesser Radiation Burn spell.

Material Component: A piece of petrified wood, or a bit of sandstone.

Omega Curse Transmutation Level: Retribution 6, Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Touch Target: 1 creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

A more powerful and deadly form of the bestow curse spell, omega curse creates a potent curse specially tailored to the victim. This curse will interfere with one or more actions that the victim performs, usually the one that he is being punished for performing. In general, the curse can have the following effects:

 A total of 18 points effectively deducted from any combination of ability scores the caster desires (minimum of 1)  -6 enchantment penalty on attack rolls, saving throws, ability checks, and skill checks " -24 enchantment penalty on one specific skill or saving throw  Each turn, the target has a 25% chance of acting normally; otherwise, he takes no action.

While the effects can vary from person to person, and curse to curse, they can be no stronger than the above examples. Clever casters often come up with very poetic ways of cursing an opponent using this spell.

Omni Light Bolt Evocation [Light] Level: Radiance 7 Components: V, S, DF, M Casting time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: 40 ft. spread Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes

Bearing little resemblance to the lesser Light Bolt spell, Omni Light Bolt is a powerful spell that allows the caster to call down a hail of deadly beams from the sky. All creatures within the spread take 1d6 points of force damage per level (max 15d6) as thin beams of light bombard them. Also, creatures in the spread are also blinded for 1d6 rounds. A successful reflex save reduces the damage to half and negates the blindness.

A blind creature, in addition to the obvious effects of being blind, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus on attackers' attack rolls, moves at half speed and suffers a -4 penalty on most Strength and Dexterity based skills.

Martial components: A transparent prism and a dart

Prismatic Beam Evocation Level: Sor/Wiz 6, Radiance 5 Components: V, S Casting time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: See Text Spell Resistance: Yes

The simplest of the prismatic spells that a spellcaster can use, this spell creates a thin beam of rainbow light that causes a great variety of effect, depending on the color of the beam when it hits the target. To hit with the beam, the caster must make a ranged touch attack. If the creature struck by the beam has less than 8 HD, it is automatically blinded (see above) for 2d4 rounds. Roll on the following table to determine the color of the beam when it strikes the target.

1d8 Color of Beam Effect 1 Red 20 points fire damage (Reflex Half) 2 Orange 40 points acid damage (Reflex Half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 20 points of damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 Struck by two colors simultaneously; roll again twice, ignoring any "8" result

Radiant Swords Conjuration (good) [Light] Level: Pal 4, Radiance 4 Components: V, S, DF Casting time: 1 action Range: Short (25 feet + 5 ft./2 caster levels) Effect: Two swords formed of pure light energy Duration: 2 rounds + 1 round/caster level (see below) Saving Throw: None Spell Resistance: No

Often used by Leo's paladin followers, as well as his priests, Radiant Swords is a very special spell. Calling upon the inner power of the caster, this spell manifests her honor and courage as two sword shaped beams of pure, sacred light. These blades, made up of the very soul stuff of the caster, are deadly weapons against the forces of evil.

Once the spell is completed, a pair of glowing swords constructed of pure light materialize in each of the caster's hands. While she wields the swords, the caster attacks proficiently, as if she has the appropriate feats. If the caster has any feats that improve her use of swords, such as improved critical or weapon focus, she may apply them to the use of these magical weapons. The caster cannot pass these weapons off to another character. While the spell is in effect, the caster can fight with both swords simultaneously or one at a time. If she uses both simultaneously, she suffers the normal penalties for using two weapons, though because the blades are made of weightless energy, they are both considered light weapons. Again, feats that affect fighting with two weapons also apply to this spell's effect.

In combat, the caster can either attack with the swords in melee, or throw them at an opponent. If used to strike a foe in melee, the swords bypass normal armor, as if they were brilliant energy weapons (pg. 186 DMG), inflicting 3d4 points o damage. Because they are merely energy, they do not apply the caster's strength bonus to the attack or damage rolls. Instead, these weapons use the caster's charisma bonus for attacks and damage rolls, as they are manifest from the caster's spirit. These weapons are considered +2 weapons for overcoming damage reduction, and are considered blessed for the purpose of creatures vulnerable to blessed and holy weapons. The weapons last for the duration of the spell.

If thrown, the caster must make a ranged touch attack to hit with the sword thrown. The caster can only throw one sword per round, regardless of the number of attacks she has and must hit with a ranged touch attack. If the sword hits, it explodes in a burst of holy energy, dealing 4d6 points of damage. Creatures struck by the sword are also blinded for 1d4 rounds with no saving throw. As with using the sword in melee, the character's charisma bonus is used for determining the attack bonus on the ranged touch attack. Once a sword has been thrown, it doesn't re-manifest in the caster's hand. If the caster throws both swords, the spell ends prematurely.

Using this spell is taxing on the caster. Each round that the caster maintains this spell, she must sacrifice a small portion of her life energy to do so. Essentially, for every round the caster maintains the spell, she takes one point of subdual damage. The subdual damage heals normally when the spell ends. The spell ends if the caster falls unconscious due to the subdual damage.

Radiation Blast Evocation (Radiation) Level: Radiation 7, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Beam 5 ft. wide and 100 ft. +10 ft./level long, starting at a point right in front of the caster. Duration: 1 round / level or until all beams are exhausted Saving Throw: Reflex half Spell Resistance: Yes

This spell, created by the worshipers of Godzilla, emulates their god's most famous attack, his breath weapon. For the duration of the spell, the caster can spend a standard action to fire a beam of blue, radioactive energy. The caster can call forth one beam for every 3 caster levels (max 5 beams at 15th level). The spell ends when the duration is up or the caster uses all the beams.

All creatures in the beam are seared by the radiation, taking 1d6 points of radiation damage per caster level (max 15d6). Fungi, molds, oozes, slimes, jellies, puddings and fungoid creatures take double damage from this spell. Creatures caught in the beam may make a reflex save for half damage.

For the properties of radiation damage, see the Lesser Radiation Burn spell.

Arcane Material Components: A piece of phosphorescent rock and a handful of river sand.

Reconstruct Conjuration (Healing) Level: Machine 9 Components: V, S, M, DF Casting Time: 1 hour Range: Touch Target: Destroyed Construct Touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions like a True Resurrection spell, save that it can only target constructs, and a piece of the original construct must be present during the restoration process.

Upon completing the spell, the piece of the construct to be restored slowly grows and forms itself into the original construct, while all other pieces disintegrate into ash and become useless. Once the construct is restored, the original creator regains control of the construct. If the original creator is dead, the caster gains control of the construct. If the restored construct had no master or was a free willed creature, the caster does not gain control of the construct. Constructs restored by this spell are restored with full hit points and can act immediately.

Material Components: A sprinkle of quicksilver, and pieces of adamantine worth a total of at least 30,000 gp or half the original cost of the construct, whichever is less.

Remote Control Enchantment [compulsion] Level: Clr 6, Machine 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 level) Target: One construct within range Duration: 1 round / level (D) Saving Throw: Will negates Spell Resistance: No

One of the most commonly used spells among the clerics of Technali, this spell allows the caster to take control of a single construct within range. When targeted by this spell, the construct must make a successful Will save or immediately fall under the control of the spell's caster. For the duration of the spell, the spell caster is considered the construct's master, and can give it commands as though she were the original creator.

Once the spell's duration elapses, the construct returns to the original caster's control.

Material Components: A shard of quartz crystal and a piece of copper wire.

Storm of Corrosion Conjuration (Summoning) [Acid] Level: Acid 9, Drd 9 Components: V, S, DF Casting Time: full round Range: Long (400 ft. + 40 ft./level) Effect: 360-ft.-radius storm cloud Duration: Concentration (Max 20 rounds) (D) Saving Throw: See text Spell Resistance: Yes

One of the most blatantly destructive spells granted by Biollante to her followers, this spell is rarely used, as the devastation caused by its effects make the Earth Goddess's followers reluctant to unleash it upon the world. However, when there is a great enough need, they are all too willing to call forth this incredibly potent magic, which can lay waste to entire cities or forests in a matter of seconds.

Upon completing this spell, a massive white storm cloud appears in the sky. The overpowering stench of sulfur and chlorine accompany the cloud, often nauseating any creature with a sense of smell. All creatures under the cloud's area must make a fortitude save or instantly nauseated. Nauseated creatures cannot attack, cast spells, concentrate on spells, and so on. The only thing they can do is take a single move, or move equivalent action on their turn. Creatures remain nauseated for as long as they remain under the storm cloud, and for 1d4+1 rounds after. Creatures with a strong sense of smell, such as those with the scent special quality or blindsight based on scent, do not receive a fortitude save to avoid the nausea.

The caster must concentrate each round to maintain the spell. If the caster continues to concentrate, she can move the cloud up to sixty feet per round. The cloud cannot move beyond the range of the spell. Each round that the cloud is maintained, droplets of highly concentrated acid rain down torrentially. All creatures under the cloud suffer 5d6 points of acid damage each round with no saving throw. Even after the character gets out from under the cloud, they are drenched in acid. On the round after leaving the downpour's effects, the character suffers 4d6 points of damage. This damage drops by one hit die per round, until it reaches zero on the fifth round.

Inanimate objects in the storm's effects take 3d6 points of damage per round, which ignores hardness. Unattended objects automatically take damage, while attended objects can make a fortitude save to reduce the damage to half. Regardless, each round that the object remains under the cloud's downpour, it takes damage.

If the caster moves the cloud, the acid that struck the ground evaporates into a thick, cloying fog. Any area that was rained upon by the cloud but is no longer receiving the rain is automatically covered in the effects of an acid fog spell, which lasts for as long as the storm of corrosion lasts. Also, any creature foolish enough to fly into the cloud suffers damage as if they were also inside an acid fog spell.

Wall of Lightning Conjuration [electrical] Level: Corona 4, Drd 4, Sor/wiz 4 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: An interwoven sheet of lightning bolts up to 20 ft. long/caster level or a ring of electrical energy with a radius of 5 ft./2 caster levels, either form 20 ft. high. Duration: Concentration +1 round/level Saving Throw: See text Spell Resistance: Yes

A sheet of glowing blue energy springs into existence when this spell is cast. Like the more common wall of fire spell, the caster can select a side of the wall to sends forth small arcs of electrical energy. Those within 10 ft. of the wall take 2d4 points of electrical damage as small bolts of electricity strike them, while those wearing metal armor take 2d6 points of damage. Any creature foolish enough to walk into the wall is fiercely electrocuted, taking 2d6 points of electrical damage +1 point/level (maximum +20), while creatures wearing metal armor take 2d8 points of electrical damage +2 points/level (max +40). In either case, the creature must make a fortitude save or be thrown back 5 ft. and staggered for 1 round.

If you evoke this spell so that it appears where there are creatures, each creature takes damage as if she passed through it. A successful Reflex save allows the creature to dodge out of the way. (If the creature ends up on the electrical side of the wall, she is still struck by the bolts of electricity the wall emits.)

This wall is particularly susceptible to being grounded. If any 5 ft. section of wall is doused with at least 10 gallons of water or more in a round, that length shorts out and vanishes.

Arcane Material Components: A piece of electrum and some iron shavings.

Deities: Biollante Granted Powers: Character gains acid resistance 5

Acid Domain Spells 1. Resist Elements* Ignores 12 damage/round from one energy type 2. Melf's Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels 3. Biollante's Acid Orbs Mystical spheres of acid streak towards your opponent, inflicting 1d6+3 points of damage per orb 4. Acid Splash 20 ft. burst of acid erupts from point designated by caster 5. Corroding Curse Creature's blood turns to acid, eating it from the inside out 6. Acid Fog Fog deals acid damage 7. Disintegrate Makes one creature or object vanish 8. Blood of Biollante Caster's blood becomes highly acidic, burning anyone who touches it except for the caster. 9. Storm of Corrosion Call forth an acidic rainstorm for up to twenty rounds; can move the rain on your turn * Cast as an acid spell only

Deities: Iris Granted Powers: Hide, Move Silently and Tumble are class skills.

Assassin Domain Spells 1. True Strike Add +20 bonus to your next attack roll. 2. Darkness 20-ft. radius of supernatural darkness. 3. Gaseous Form Subject becomes insubstantial and can fly slowly. 4. Invisibility, Greater As invisibility, but subject can attack and stay invisible. 5. Geas/Quest As lesser geas but affects any creature. 6. Veil Changes appearance of group of creatures. 7. Phase Door Invisible passage though wood or stone. 8. Mind Blank Subject is immune to mental/emotional magic and scrying. 9. Weird As phantasmal killer, but affects all within 30 ft.

Deities: Space Godzilla Granted Powers: You gain the No Breath special quality. You do not need to breath, and are immune to gas based attacks that require a Fortitude saving throw. You can also exist in an airless environment, such as underground or underwater with no penalty.

Corona Domain Spells 1. Shocking Grasp Touch deals 1d8+1/level points of electrical damage 2. Hypnotic Pattern Fascinates 2d4+1/level of creatures 3. Lightning Bolt Stroke of lightning deals 1d6/level electrical damage 4. Wall of Lightning Deals 2d6+1/level electrical damage and stuns those who pass through it 5. Telekinesis Lifts of moves 25 lb./level at long range 6. Chain Lightning Forked stroke of lighting deals 1d6/level electrical damage and arcs off secondary bolts 7. Corona Bolt A bolt of crimson lightning deals 1d6/level points of electrical damage and ignores obstacles 8. Corona Storm Area is filled with crimson lightning, dealing 1d6/level electrical damage 9. Big Bang Call down a massive burst of energy from the sky, dealing damage over a large area.

Deities: Legion, Space Godzilla, Iris Granted Powers: You may use a death touch one per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your cleric level. If the total at least equals the creature's current hit points, it dies.

Death Domain Spells 1. Cause Fear One creature flees for 1d4 rounds. 2. Death Knell Kills dying creature and gain 1d8 temp. hp, +2 Str and +1 caster level 3. Vampiric Touch Touch deals 1d6/two caster levels; caster gains damage as hp 4. Death Ward Gains immunity to death spells and effects 5. Slay Living Touch attack kills one subject 6. Circle of Death Kills 1d4 HD/level 7. Destruction Kills subject and destroys remains 8. Finger of Death Kills one subject 9. Wail of the Banshee Kills one creature/level

Deities: Destoroyah Granted Powers: You gain a favored enemy. Chose 1 type of creature. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against creatures of the chosen type. Likewise, you get a +2 bonus on weapon damage rolls against such creatures. Use the Ranger's favored enemy list when choosing a favored enemy.

Hate Domain Spells 1. Bane Enemies take -1 on attack rolls, and saves against fear 2. Ray of Enfeeblement Ray deals 1d6+1 per two levels strength damage 3. Rage Subject gains +2 to Str and Con, +1 on Will saves, -2 on AC 4. Contagion Infects subject with chosen disease 5. Cloudkill Kills 3 HD or less; 4-6 save or die; 6+ take Con damage 6. Eyebite Target becomes panicked, sickened and comatose 7. Repulsion Creatures can't approach you 8. Symbol of Death Triggered rune slays nearby creatures 9. Wail of the Banshee Kills one creature/level

Deities: Legion Granted Powers: Can rebuke/command any creature with the Legion subtype as an evil cleric rebukes/commands undead. You can use this power 3+ your Charisma modifier times per day. You gain the Legion subtype. Creatures with the Legion subtype can communicate with any other creature that has the Legion subtype through the Legion language. You are incapable of attacking any creature that has the Legion subtype with more hit dice than it does. You are completely incapable of attacking Legion herself even if you somehow have more Hit Dice than she does.

Legion Domain Spells 1. Spider Climb Grants ability to walk on walls and ceilings 2. Summon Swarm Summons swarm of small crawling or flying creatures 3. Fly Subject flies at speed of 90 4. Giant Vermin Turns insects into giant vermin 5. Insect Plague Insect horde limits vision, inflicts damage, and weak creatures flee 6. Legion's Gift* Creature touched gains the Legion subtype and alignment becomes Lawful Evil 7. Creeping Doom Carpet of insects attacks at your command 8. Legion's Boon* Creature touched gains the Legion subtype, alignment becomes Lawful Evil plus gains a template. 9. Summon Monster IX Calls outsider to fight for you (Summons insect monsters only) * New spell

Deities: Kiryu Granted Powers: Machine Mastery. The character receives the Craft Construct feat as a bonus feat. In addition, she can create any construct she wishes without needing the prerequisite spells, but only for constructing metal constructs, such as Iron Golems and Mechs (see monsters section). She must still meet all other requirements to create the construct.

Machine Domain Spells 1. Make Whole Repairs an object. 2. Machine Fist Caster's arms transform into robotic appendages. 3. Heat Metal Makes metal so hot it damages those that touch it. 4. Bombard Caster fires a barrage of missiles from their hands. 5. Remote Control As dominate, except functions only on metal constructs. 6. Stoneskin Ignore 10 points of damage per attack. 7. Iron Body Your body becomes living iron. 8. Awaken Machine Construct gains human intelligence, but remains under creator's control. 9. Reconstruct As Resurrection but only affects constructs.

Deities: Godzilla Granted Powers: The cleric gains energy resistance 5 against radiation damage. Casts radiation spells at +1 caster level.

Radiation Domain Spells 1. Lesser Radiation Burn Touch attack, 1d8+1/level radiation damage (max +5) Detect Radiation Detect the presence of radioactive energy in an area 2. Resist Elements* Ignore 12 damage/round of chosen energy type 3. Daylight 60-ft. radius of bright light 4. Major Radiation Burn Touch attack, 4d8+1/level radiation damage (max +20) 5. Nuclear Body Character emits radiation, damaging foes and gaining radiation resistance 6. Circle of Death Kills 1d4 HD/level 7. Radiation Blast Inflicts 1d6 radiation damage/level (max 15d6) to all creatures in the line of effect. 8. Atomic Pulse Inflicts 1d6 radiation damage/level (max 20d6) to all creatures in a 10-ft burst. 9. Power Word, Kill Kills one tough subject or many weak ones. * Must be cast as either a radiation or fire spell

Deities: Mothra Leo

Granted Powers: Cast all [light] type spells at +1 caster level. Free weapon focus (ray) feat

Radiance Domain spells 1. Color Spray Knocks unconscious, blinds or stuns 1d6 weak creatures 2. Light bolt Beams of concentrated light damages enemies 3. Searing Light Ray deals 1d8/two levels, more against undead 4. Radiant swords Caster conjures shafts of pure light that can be used like swords or thrown as a ranged attack 5. Prismatic Beam Ray inflicts varied effects on creature struck 6. Prismatic Spray Rays hit subjects with variety of effects 7. Omni Light Bolt Powerful beams of light rain down from the sky, damaging and blinding foes 8. Prismatic Wall Wall's colors have array of effects 9. Exodus Caster creates an intense burst of pure light, healing and refreshing his allies while damaging and weakening his foes

Deities: Battra Granted Powers: If you have been struck in combat, you may use a retributive strike as a free action. When you do so, the creature that had struck you instantly takes the exact same amount of damage that it had inflicted on you. This power only functions for physical melee attacks, and does not reproduce energy damage, such as that from a flaming weapon. This is a supernatural power usable once per day.

Retribution Domain Spells 1. Shield of Faith Aura grants +2 or higher deflection bonus to AC 2. Hold Person Holds one person helpless of 1 round/level 3. Bestow curse -6 to ability; -4 on attacks, saves and checks or 50% chance of losing each action 4. Divine Power You gain attack bonus, 18 Str and 1hp/level 5. Mirror Strike Mirror absorbs one energy attack and reflects it back at is original user. 6. Omega Curse Creates a curse individually tailored to the crimes of one individual 7. Force Cage Cube of force imprisons all inside 8. Trap the Soul Imprisons subject within a gem 9. Imprisonment Imprisons subject within the earth

Deities: King Ghidorah, Space Godzilla Granted Powers: The cleric is completely immune to all magical fear and negative moral effects. Casts fear spells at +1 caster level.

Terror Domain Spells 1. Cause Fear One creature flees for 1d4 rounds. 2. Scare Panics creatures up to 5 HD (15-ft. radius). 3. Fear One creature flees for 1 round/level. 4. Emotion* Arouses strong emotion in the subject. (fear only) 5. Phantasmal Killer Fearsome illusion kills or injures one subject. 6. Nightmare Sends victim vision dealing 1d10 damage and fatigues. 7. Eyebite* Caster gains a gaze attack (fear only). 8. Symbol* Triggered runes with various effects (Symbols of Fear, Hopelessness and Pain only) 9. Weird As phantasmal killer, but affects all within 30 ft. *Must be cast as a fear spell.

Deities: Dagahra Granted Powers: Poison master. You never risk poisoning yourself when making poisons, or applying it to a weapon. You also get a +2 divine bonus on any craft or profession checks to create poisons.

Toxic Domain Spells 1. Detect Poison Detects poison in one creature or small object 2. Melf's Acid Arrow Ranged touch attack; 2d4 for 1 round + 1 round/three levels 3. Stinking Cloud Nauseating vapors, 1 round/level 4. Poison Touch deals 1d10 Con damage, repeats in 1 minute 5. Cloudkill Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage 6. Acid Fog Fog deals acid damage 7. Symbol of Weakness Triggered rune weakens nearby creatures 8. Horrid Wilting Deals 1d6/level damage within 30 ft. 9. Curse of Putrescence Causes subject to rot; creatures that touch the victim also begin to rot

Deities: Mothra Leo Granted Powers: Creatures gain the Fixed Shape special quality. The cleric cannot be polymorphed or have her shape altered except by her own magic.

Transformation Domain spells 1. Change Self Changes your appearance 2. Alter Self As change self, plus more drastic changes 3. Gaseous Form Subject becomes insubstantial and can fly slowly 4. Polymorph Self You assume a new form 5. Polymorph Other Gives one subject a new form 6. Etherealness Travel to Ethereal plane with companions 7. Polymorph any object Changes subject into anything else 8. Iron Body Your body becomes living iron 9. Shapechange Changes you into any creature, and change forms once per round -Equipment based on the items of the Toho universe and tools suited for a Toho based game-

Magic Items

Black Bead (Minor Artifact) Iris God Armor (Major Artifact) Legion's Blood Staff of Radiation

Rarely found, but not so rarely that they are unknown, these black, claw-like beads are sacred extensions of the will of the Assassin god Iris. Should a character take into his possession one of these beads, and they desire revenge upon another creature, the DM must make a secret Will save (DC 45). Should the save fail, the creature gains a direct psychic link with the Assassin god himself. While this link is maintained, the character can communicate with Iris telepathically, regardless of distance, and can direct the Assassin to kill one creature or destroy one location. However, once the creature is killed, Iris will come and claim the person as his payment.

These beads are constructed of omihalcon, and are completely indestructible to all forms of magic and external force. Only Iris can destroy his own beads, and he never chooses to do so.

History

This suit of armor was forged over four hundred years ago by the priests of the assassin god Iris as a tribute to the power and majesty of their lord.

To forge this armor, Iris's highest-ranking priests sent out their finest assassins on an unholy crusade. Their goal, use specially constructed adamantine daggers, blessed by the high priests to give them the power of murder, and use the fell weapons to slay one person guilty of wronging another in the most grievous ways. One by one, the assassins killed rapists, thieves, and murders, corrupt politicians, paladins, druids and anyone who had made another cry out for vengeance.

When each life was taken, the blade consumed some of the victim's blood, pain and soul. The daggers were then used to harvest the teeth and skin of the victim, as well as to collect pieces of the creature's bone. Once the task was completed, the assassins would return to their masters, hand over the grisly trophies and the dagger, and then go out again to claim another victim.

Each time a new trophy was taken, a series of priests would use their magic to examine the trapped essence in the daggers. If the trapped energy was not what each priest along the line was looking for, the dagger was destroyed. If it met the standards of every priest, it was set aside. Similarly, the skin, teeth and bones of countless victims were examined, and similarly, many were destroyed for some unknown imperfection. Those that were perceived to be worthy of use were set aside.

For ten years this process went on. Thousands of people, monsters and other creatures were slain in this dread crusade, and the priests only kept a handful of the spoils of the murderous crusade. Then one day, the priests called forth the assassins who had performed the collecting, and told them that there needn't be anymore. Each of the assassins was given one last dagger, and asked to spill his or her lifeblood onto the collection of daggers, bone, skin and teeth that they had all collected. Without hesitation, each assassin slit their own throat, pouring their lifeblood onto the collected items. After each assassin emptied his veins onto the grisly pile, the priests divided into four groups, each taking one type of object.

They then went about preparing them for the construction of the sacred armor of Iris. The daggers were melted down, and then reformed into an ornate set of breastplate armor, as well as a pair of gauntlets, greaves, four deadly blades and a helmet, all of which resembled the body of the Assassin himself. One of Iris's black beads was also incorporated into the metal, though the exact location is unknown. The skin and teeth were magically grafted together and used to construct the studded-leather padding of the armor, while the bones were magically ground down into a fine dust, and mixed with powdered rubies, diamonds and sapphires, and formed into the likeness of Iris's body gems. Once all of the pieces were constructed, they were brought together and, with the greatest of care, united. Their task completed, all but four of the most powerful pulled out a gem, and, calling upon the magic of their god, drained their own life energy and poured it into the armor to strengthen it and infuse it with the power of their evil souls.

Then, the four remaining priests took the armor to an unknown location sacred to the Assassin, some say where he was born. It was there that they spent sixteen years enchanting the armor, each day subtly weaving the most delicate of magic into the armor. After the sixteen years had ended, they called upon the most powerful and loyal member of Iris's assassin guilds, and commanded her to don the armor and take their lives with it. The assassin did so, draining the life from the armor's creators. When the last of the priest's life faded from the shriveled husk of their bodies, the God Armor of the Assassin lord Iris was complete.

Description

Iris's God Armor is a most unusual object. The breastplate resembles the torso of the Assassin, complete with the five gemlike structures located on the chest. Two long finlike projections come from the shoulders, and below them, on the armor's back, four arrow-shaped blades attached to metal orbs fit snugly into four small indentations in the back, but detach and float about when commanded to by the suit's wearer. The gauntlets each have a long, spear-like spike on the back, which normally extends off to the rear of the gauntlet, but can be extended like a lance when worn. Like the gauntlets, the greaves of the armor resemble the legs of the Assassin. The visor on the helmet resembles Iris's face, and has a single, glowing eye in the center. All of these parts are connected and lined with a set of earthy brown, studded-leather armor.

Use

In order to use the God Armor, the entire suit must be worn. Until the last piece is donned, it remains completely powerless. However, once the last piece is placed on the character, he or she becomes completely aware of all the powers and abilities of the armor, but not its curse.

Like most magical armor, the God Armor shrinks or grows to fit any humanoid creature that wears it.

Powers

The God Armor itself is a +5 Glamered, Moderate Fortification, Shadow (Greater), Silent moves (Greater), Adamantine Breastplate that allows the caster to fly at a speed of 90 ft. with perfect maneuverability. Once per day, the character wearing the armor can cast one of the following spells as a standard action as a 20th level cleric: Dimensional Anchor (DC 20), Divine Power, Freedom of Movement, Greater Invisibility, or Poison (DC 20). Once per week, the armor can cast Destruction (DC 32).

Additionally, the possessor of the armor can use the spears on the gauntlets to attack. No proficiency is required to use the spear arms. Each spear arm functions like a +3 lawful evil wounding adamantine longspear save the armor wearer can shorten and lengthen the spears so that she can strike adjacent foes in combat. Every time the character makes a critical hit with the spears, she inflicts one negative level on the creature struck and regains 1d6 hit points. Hit points over her max are gained as temporary hit points, which fade after 24 hrs. Negative levels fade after 24 hrs without any chance of becoming permanent. The armor's wearer cannot use any other weapons so long as she wears the armor.

At will, the armor's owner can will the four adamantine blades on the back of the breastplate to detach and attack. She can direct the blades as a free action, and they can travel up to 30 ft. away from the armor, and can travel 10 ft. per round. Each blade attacks with the wearer's base attack bonus. Each blade inflicts 1d6 points of damage with a successful hit, have a critical range of 19-20, and each possesses the following enchantments +2 and wounding. Spellcasters who wear the armor can use these blades to deliver touch attacks as if they were their own hands.

The character can use the blades defensively, like shields. For each blade that she doesn't use for attacking, she receives a +1 deflection bonus to her AC against one opponent, as the blades move in to parry attacks at the wearer's mental command. Additionally, each blade can be used like a Shield of Arrow Deflection, allowing the wearer to deflect one ranged attack once per round with a successful reflex save (DC 20) as a free action. The character must be aware of the attack and not flat-footed. Exceptional missiles, such as rocks thrown by giants or magic effects cannot be deflected.

Any character wearing the armor can automatically detect the general direction a creature that has injured it previously is located in. If an enemy injures the character in combat, she can automatically sense the direction that creature goes in if it retreats from combat, and can detect the general vicinity of the creature when within a mile. This power derives directly from the black bead embedded in the armor, and cannot be blocked by a non-detection spell or mind blank.

Characters who have levels in the assassin prestige class and worships Iris who wears this armor is considered proficient with its use, doesn't add the armor's weight to her encumbrance, and is considered to only be wearing padded armor for purposes of Maximum Dexterity Bonus, Armor Check Penalty, Arcane Spell Failure and Movement penalty. Also, so long as an assassin is wearing the armor, both the spear arms and blades gain a further +2 enchantment and deal an additional 2d6 points of damage against any foe struck, like a bane weapon, save the damage is inflicted regardless of type, and also count as epic weapons for purposes of overcoming damage reduction.

Finally, when an assassin devoted to Iris lands a critical hit with the spear arms, she can chose to absorb one of her opponent's special powers once per day. Stolen powers only last for 24 hours. A special power is any exceptional, supernatural or spell-like ability. If she uses this power on a spellcaster, she can take one of his spells and use it once per day as a spell-like ability at the previous owner's caster level. She cannot use any power that requires anatomy that she lacks, such as swallow whole. Breath weapons can be absorbed, but they emanate from the gems on the chest of the breastplate. Range, area, saving throw difficulty and uses per day remain the same as the original attack. These abilities are only useful as long as the character wears the armor.

Curse

The using the God Armor of Iris is not without risk. Forged of metal and flesh harvested from countless murdered creatures, the armor literally is stepped in hatred and pain. Few beings that are not devoted to the Assassin can stand to be in the armor for very long, and those who continually use it risk their very minds and souls as the armor works its insidious influence upon them. The first and most often encountered curse of the armor is the fact that it will not let its wearer let an enemy live once that creature has drawn blood. Once the creature wearing the armor is injured in combat, she must slay the opponent that harmed her or suffer excruciating pain. For each round that the character does not pursue her foe or work towards exacting revenge, the armor's owner suffers physical pain, while her mind is flooded with thoughts of murder and rage. Essentially, until all foes that have injured the character are dead, she suffers the effects of a Symbol of Pain and Emotion: Hate, except she receives no Saving Throw to resist the effects, and there is no limit to how long the character suffers the pain and emotional warping. To make matters worse, the pain begins to increase for every day the character does not peruse his assailant. For every day that the character does not actively seek out the creature who injured her, the penalty for the Symbol of pain doubles. So if the character refused to partake in the vengeance quest for 2 days after she was injured, the penalty would become -16 (-4 initial, -8 for the first day, -16 for the second day). If she continued to refuse to hunt down her assailant, the next day the penalty would increase to -32. Once the penalty rises above -10, the character must make a Will save (DC = the pain penalty for the day), or suffer the effects of an Insanity spell. Also, once this curse effect is activated, the character cannot remove the armor, but doesn't need to eat, drink or sleep. Once all foes that have drawn the character's blood while the armor was donned are dead, she no longer suffers the pain and she can remove the armor normally. This curse has no effect on characters that are worshipers of Iris.

The armor's second curse is far more subtle and much more insidious. Every day the character used the armor, the DM must make a secret Will save (DC 16). Failure means the character's alignment has shifted one step towards Lawful Evil. For each day that the character makes her save, the DC of the Will save increases by 1 point. Once the character fails a save, the DC drops back to normal, but the character must continue to make saves until her alignment reaches Lawful Evil or she removes the armor. This effect occurs even while the character is under the effects of the first curse. Once the character's alignment reaches Lawful Evil, Lawful Neutral or Neutral Evil, she automatically becomes a worshiper of Iris. Even Iris worshipers are affected by this curse, turning them into mirror images of the dark lord they serve.

If for some reason the character wearing the armor attacks Iris himself, the character is instantly annihilated, as if struck by a Destruction spell. The character does not gain a saving throw to resist this effect, and cannot be brought back to life, even with a wish spell.

Destruction

It is unknown how the God Armor could be unmade. The armor is completely immune to all physical damage, repairing itself instantaneously when breached. Even if the armor is disintegrated, it will reform within a day's time.

Legends say that to destroy the armor, one must find the black bead embedded within and somehow destroy it. However, finding and extracting the bead is an unlikely venture, as rumor says the armor will actively move it around to avoid detection. Even if the bead is found, the indestructible nature of the material the beads are formed from makes destroying it an unlikely proposition to say the least.

This potion is brewed from various vile ingredients, including the fruit of various monstrous plants that have been affected by the spell Legion's Gift and the ground shell of a Legion insect. Those who consume the potion are affected as though they have been subject to the spell Legion's Gift. A Will save (DC 16) negates the effect.

Caster Level: 11th; Prerequisites: Brew Potion, spellcaster level 11th+, worshiper of Legion, Legion's Gift; Market Price: 3,300 gp.

This powerful metal staff is often tipped with a piece of petrified wood or rock crystal. Favored by the followers of Godzilla, the staff allows the wielder to use the following powers.

Detect Radiation (1 charge) Lesser Radiation Burn (2 charges) Radiation Blast (5 charges) Resist Elements (Radiation only, 1 charge) Further, the staff may be used as a weapon, functioning like a +2 quarterstaff. When all of the staff's charges are used up, it becomes a simple +2 quarterstaff.

Caster Level: 14th; Prerequisites: Craft Staff, Craft Magic Arms and Armor, Detect Radiation, Lesser Radiation Burn, Radiation Blast, Resist Elements; Market Price: 108,000 gp.