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Kaju

Basic Information

Anatomy

Choose 1 type of damage the kaju can deal, is immune to and is vulnerable to.

d8 Damage Type
1Fire
2Lightning
3Poison
4Necrotic
5Cold
6Acid
7Force
8Radiant
In creating a giant monster of your own, start with any base creature. A kaju retains any actions of the base creature.

Any actions already requiring a DC should increase the difficulty by +10, to a max of 25.
It is also immune to bludgeoning, piercing, and slashing damage from melee weapons; and to being charmed, frightened, paralyzed or poisoned.

Biological Traits

Breath (recharge 5 - 6)
Each target within a 10ft wide x 1 mile long line of energy must make a DC 21 DEX saving throw or take 18d6 damage on a fail, or half as much on a success. The damage should be of the same the immunity type.
Ranged Attack (1/Turn)
4d6 damage, plus STR modifier for a range of 200 ft., and an attack bonus equal to its proficiency plus DEX modifier
Shockwave Aura
When the creature moves, the wind whips up around 100ft of the kaju for 3 d6 rounds. For the duration:
  1. all flames in this region are extinguished
  2. Ranged attacks are impossible (except for siege weapons which are rolled with disadvantage)
  3. All creatures are deafened until they exit the area
  4. Any medium or smaller targets are knocked prone and pushed away by d4*10 feet on a failed DC 20 DEX saving throw
  5. Any flying targets are pushed away by 2d6*10 feet on a failed DC 70 DEX saving throw
Hazardous
Melee attackers suffers 3d6 damage of the type as the kaju’s damage immunity
Death Thro
When killed, deals 20d8 damage, or half as much on a successful DC 21 DEX save to everything within 100ft. The damage dealt is of the same type that the kaju is immune.
 
Simply by virtue of being extraordinarily large, the kaju will have an outside impact on their surroundings.   Whether intentional or not. Whether specifically targeting PCs or not, these can act as final bosses or uninterested obstacles to party objectives.

Growth Rate & Stages

Targets aware of the kaju and within 1 mile must succeed a DC 17 WIS saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, with disadvantage if still within line of sight. If the effect ends, they become immune for the next 24 hours.

Dietary Needs and Habits

Bite

10ft range for 4d12 + STR or DEX modifier (whichever is greater) and grapples the target (escape DC 20). Until this grapple ends, the target is restrained and can't bite another target.
 

Swallow

While swallowed, the PC is blinded and restrained, it has total cover against attacks and other effects outside but takes 16d6 acid damage at the start of each of the monster's turns.   If the kaju takes 60 damage or more on a single turn from a PC inside it, then it must succeed a DC 20 CON saving throw at the end of that turn or regurgitate all swallowed targets, who fall prone within 10ft of the kaju.   If it dies, a swallowed target is no longer restrained and can escape from the corpse by using 30ft of movement, exiting prone.

Additional Information

Geographic Origin and Distribution

Kaju appear on pretend planets as pseudo-parasites. Exactly what processes form one is mysterious.
— Comet

Perception and Sensory Capabilities

Advantage on WIS (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Symbiotic and Parasitic organisms

Insectile
STRDEXCONINTWISCHA
14 (+2)16 (+3)15 (+2)2 (-4)10 (+0)2 (-4)
Armour Class: 16
HP: 8 ( d12+2 )
Speed: 40ft
Abilities:
  • 2d12+3 slashing damage
  • Advantage on attack rolls when on the host
  • Flying
    STRDEXCONINTWISCHA
    14 (+2)16 (+3)15 (+2)2 (-4)14 (+2)2 (-4)
    Armour Class: 16
    HP: 8 ( d12+2 )
    Speed: 20 ft., fly 40 ft.
    Abilities:
  • 2d12+3 slashing damage
  • Advantage on attack rolls when on the host
  • Aquatic
    STRDEXCONINTWISCHA
    12 (+1)18 (+4)15 (+2)2 (-4)10 (+0)2 (-4)
    Armour Class: 14
    HP: 8 ( d12+2 )
    Speed: 20 ft., swim 40 ft.
    Abilities:
  • Target takes 2d10+4 piercing damage and 1 CON damage that lasts until a long rest
  • Advantage on attack rolls when on the host
  • May restore 6 d12 hp as a bonus action
  • Burrowing
    STRDEXCONINTWISCHA
    18 (+4)14 (+2)15 (+2)2 (-4)10 (+0)2 (-4)
    Armour Class: 17
    HP: 17 ( 2d12+2 )
    Speed: 30 ft., burrow 30 ft.
    Abilities:
  • Target takes 2d10+3 slashing damage
  • Advantage on attack rolls when on the host
  • When burrowing 5ft under the surface, the terrain become difficult
  •  
    Kaju can have a parasitic relationship with its planet host.   However, the kaju themselves can also have parasites that are slightly less monstrous in scale. They take on all manner of shapes and specialities; in as many environments.

    Civilization and Culture

    Historical Figures

    Volcanic
    STRDEXCONINTWISCHA
    30 (+10)12 (+1)30 (+10)18 (+4)14 (+2)18 (+4)
    Armour Class: 18
    HP: 553 ( 27d20+270 )
    Speed: 60 ft., burrow 40 ft.
    Saving Throws: STR +17, DEX +8, CON +17, INT +11, WIS +9
    Abilities:
  • Gains hp from fire damage instead
  • Ignores difficult terrain
  • Speed can't be reduce
  • Cannot be restrained
  • Can spend 5ft of movement to escape restraints or being grappled
  • (Recharge 5 - 6). Targets within 60ft must make a DC 25 DEX saving throw or take 10d10 fire damage and be knocked prone. On a success, take half as much damage and isn't knocked prone.
  • Ebonsari the Horse
    STRDEXCONINTWISCHA
    26 (+8)11 (+0)25 (+7)4 (-3)14 (+2)7 (-2)
    Armour Class: 23
    HP: 500 ( 29d20+203 )
    Speed: 60ft
    Saving Throws: DEX +8, CON +14, STR +15
    Skills: Athletics +16
    Abilities:
  • Moving at least 20ft straight toward a target deals 2d8+8 bludgeoning damage attack on the same turn. That target must succeed on a DC 24 STR saving throw or be knocked prone. If the target is prone, Ebonsari can make another attack as a bonus action.
  • Diablotra the Wasp
    STRDEXCONINTWISCHA
    26 (+8)12 (+1)24 (+7)8 (-1)12 (+1)3 (-4)
    Armour Class: 24
    HP: 542 ( 31d20+217 )
    Speed: 10 ft., fly 70 ft., swim 50 ft.
    Saving Throws: DEX +9, INT +7, CON +14
    Skills: Stealth +9, Acrobatics +9
    Abilities:
  • Close: 2d8+8 or Range: 4d8+8 piercing damage and the target must make a DC 21 CON saving throw or take 6d6 poison damage on a fail, or half as much damage on a success. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.
  • Praesigira the Crab
    STRDEXCONINTWISCHA
    29 (+9)13 (+1)25 (+7)5 (+0)12 (+1)10 (+0)
    Armour Class: 25
    HP: 500 ( 31d20+175 )
    Speed: 30 ft., swim 30 ft.
    Saving Throws: STR +17, WIS +9, CON +15
    Skills: Perception +9, Athletics +17
    Abilities:
  • Damage from a melee attack causes the attacker to suffer 3d6 acid damage
  • Tarrasque
    STRDEXCONINTWISCHA
    30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)11 (+0)
    Armour Class: 25
    HP: 676 ( 33d20+330 )
    Speed: 40ft
    Saving Throws: INT +5, WIS +9, CHA +9
    Proficiency Bonus: +9
    Abilities:
  • (3/Day). If it fails a saving throw, it can choose to succeed instead
  • Advantage on saving throws against magical effects
  • Bite: Target takes 4d12+10 piercing damage and is grappled (escape DC 20). Until this grapple ends, the target is also restrained
  • Claw: 4d8+10 slashing damage
  • Horn: 4d10+10 piercing damage
  • Tail: Target takes 4d6+10 bludgeoning damage and must succeed on a DC 20 STR saving throw or be knocked prone
  • Targets within 120ft and aware of it must succeed on a DC 17 WIS saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, with disadvantage if still within line of sight. On a success, they become immune to this effect for the next 24 hours.

  • Average Weight
    Targets within 250ft are deafened for 1 minute with every step, and take 6d8 thunder damage, or half as much on a successful DC 24 CON save
    Average Physique
    Gains +1 to AC and resistance to two types of damage
    Geographic Distribution

    Armour Class: min 23 + DEX modifier
    HP: 1000 ( 32d20 ), ( 30d20 ), ( 28d20 ), ( 26d20 ) or ( 18d20 )
    Speed: Choose 2 types of movement:

    d5 Movement TypeSpeed
    1Fly d3*10+20
    2Burrow d4*10+20
    3Swim d6*10+20
    4Climb d2*10+20
    5Land d3*10+20

    Saving Throws: Choose 3 saving throws with + d10min5

    d6 123456
    SaveSTRDEXCONWI
    S
    INTCHA

    Proficiency Bonus: + d9min8
    Skills: Intimidation +25, Perception +15
    Ability Options:
  • Advantage on saving throws against other magical effects
  • (3/Day). Can choose to succeed a failed saving throw instead
  • Deals double damage to objects and structures plus additional 3d6 damage as the same type as the kaju’s damage immunity
  • Regains 20 hp at the start of each turn unless it is from its specific vulnerable damage type or its hp drops to 0
  • Whiplike: 4d6 + STR or DEX modifier (whichever is higher) damage. The target must succeed a DC 20 STR saving throw or be knocked prone
  • Claw: 4d8 + STR or DEX modifier (whichever is higher) damage
  • Alternate Kaiju

    During the Spooktober 2024, writers extrapolated several kaiju-themed prompts, which would be useful inspiration for additional giant monsters:


    Cover image: Kaiju Series by Andre-Lang Huynh

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