Kainga
Nothing is terrifying. Nothing is the epitome of fear. When you imagine nothing, you think of absolute blackness, but even that is wrong. All you get is the void. No light, no sound, existence, life, not even the beating of your heart. The Kainga is the pure manifestation of nothing. It is as such, that nothing is what you should fear most. Because the Kainga will force you to experience everything worthy of calling pain, then, nothing will have ever mattered. That is the power of the Kainga.
The Kainga is a monster so fearsome, and so powerful, that from when it awakens to when it slumbers is considered the end, and beginning of a new era of history. This is always called "AC" or After Consumption. It is unknown how many times or how often the Kainga has awoken. All that is known is that when the Kainga consumes, the world itself changes.
The Kinga looks similarly to a long necked turtle, but with six legs, six eyes, and enough teeth to make sharks jealous. Its body is mottled brown, with six claws on each limb. Its shell is jet black, and mottled with a crystaline structure. Every step that it takes shakes off what looks to be hundreds of years of dust. Its face, even though marred by countless centuries of battle, bears with it large whisps of a flowy white maine that seems to ignore the wind as it flutters about.
Legends
- When one is consumed by a Kainga, everything from the soul you possess, to the knowledge of you is consumed alongside your body. Its why nobody remembers the victims, only the craters of towns that are left.
- It used to be that a creature was made that was able to beat the Kainga, but the Kainga ate that too. There were still documents pertaining to this creature almost lost to time, calling it the 'Terrasque.'
- Balad of Sir Grason, Written by Gorgon The Acordian Meistro
Come one, come ye all
for the festival in fall
we eat, we drink we laugh and play
but beware the kainga, cause of dismay.
He feasts, hungers, givess terror and fear
but the world will not suffer another lost year
Sir Grason the Noble, his blade shines bright
He brings sun to the battle, bringing darkness to light
In the sands of the west, the creature fled east
yet Sir Grason did follow, his life to slay the great beast.
He traveled the world looking for his mortal foe
and crashed on the shores, in the city of Undertow
He found himself stranded, poor Sir Grason yet blind
to the beast that he sought, was near and but rind.
He remembered the name, the Terrasque, his true enemy
yet found its corpse torn to peaces, and gave most brevity.
He found a strong match for his strength in his life
And new horizons he traveled full in strife.
But his new opponent was a great match against blade
And sir Grason lost life, and history was made
So remember young lads and lassys who think destiny bears fruit
that the hunter of divines is not just a standard bruit.
Fight him by ones lonesome and history is sure to forget.
Fight him at all, and you will not know your regrets.
Kainga, Magical Beast of the Far Realms
HP: 1104(192 +720+192(toughness feats)(48 HD) Initiative:0Speed: 40ft. (30ft dig)
AC: 32 (-8 Size, 30 Natural), Touch 2, FF 32
Attack & Damage: +51 (+48 BAB, +20 Str, -8 Size)
Bite (12+19/18-20/x3)
Tongue Whip (Grapple: +48 touch, 48+16. 250ft range)
2 Horns (4+20)
2 Claws (5+20)
Tail Slap (9+20)
Special Attacks: Reflective Carapace, Siege Monster, Swallow, Eater of History
Special Qualities: Immunity (Fire, Poison, Disease, Ability Damage), Frightful Presence, DR 15/--, Rush, Regeneration 40, SR 32, Memetic Timeline
Saves: Fort: +40, Ref +44, Will +35
STR: 44 DEX: 10 CON: 40 Int 3, Wis 10, Cha 10.
Feats: Cleave, Endurance, Diehard, Toughness, Improved Toughness, Greater Toughness, Improved Critical (Bite), Improved Sunder, Improved Grapple, Improved Unarmed Strike
Combat
When initiative is rolled, the Memetic timeline is no longer in effect, and the Kainga can only act outside within the limitations of combat. As such, a Kainga will attempt to finish combat quickly in order to continue its memetic timeline as necessary. For ranged opponents, it will attempt to hit them with a tongue whip, grapple, and pull them to its maw, and swallow them for an easy victory before turning onto other opponents. Opponents who deal no damage will not affect the Kaingas aggro. The creature who has done the most damage so far to a kainga in a single hit will take full aggro. Should no creatures surrounding the kainga aggro it, it will instead go after what smells like its favorite food source, paper.When surrounded, the Kainga will turn to use its bite against an adjacent opponent that fits its aggro, using its horns as well, as well as using its arms against creatures beside it, and tail on creatures behind it.
Should the kainga be brought to negative HP, it will attempt to eat as much of a fill that it can survive on, and dig straight down into the earth, and attempt to heal up for as long as necessary. Usually over the course of 2-4 years (see memetic timeline).
Tongue Whip: As a touch attack a Kainga will use a Tongue Whip on any creature that exists at over 1/2 of the Tongue Whips range. The tongue whip is unusuable on creatures below 125ft. Upon a successful touch attack, the tongue whip does not deal damage, instead, it performs a grapple check. On a successful grapple check, the kainga gets a free bite attack against the affected creature.
Swallow: For creatures size huge or smaller, after taking a hit from the Kainga's bite attack, they can potentially be swallowed by a successful grapple attempt. Should anything be swallowed, they take 15 points of crushing, and 12 points of acid damage per round. Additionally, they must make a fort save DC 48 or be erased from history. The effects of which are at the DMs discretion. The DC increases by +2 for every round that the creature or item is in the Kainga's stomach. Unattended items, even magical ones, automatically fail this check. Creatures can cut their way out of the kainga's intestines by dealing 50 damage in one round. There is no limit to the number of creatures a Kainga's gullet can hold at one time. Rush: Once per minute, the Kainga can move as if it had a speed of 150 feet, either as an overland movement, or underground movement.
Memetic Timeline: The Kainga outside of combat acts as if there were no pause, traveling in real time seconds to a location instead of Pondera time. As such, a pause in the game will lead to the Kinga being unopposed in its travels during the pause in game. This can only be rectified by starting initiative combat, at which point the kainga is fully aware of the initiative starting. The Kainga as a result, can never be caught flat footed as a result of a surprise attack.
Frightful Presence: Affected creatures within 60ft or a Kainga must make a DC 36 Will whenever it rushes, or makes an attack. On failure, creatures become shaken. On success, creatures are unaffected by the frightful presence for 1 hour.
Siege Monster: Deals double damage on buildings or inanimate objects. Instantly destroys items that it consumes if they are not being held by a creature.
Defensive Abilities
Carapace: Defects all rays, lines, cones and magic missile spells. 30% chance to reflect effect back at caster, otherwise it is negated. Reflection akes place after overcoming creatures SR.Regeneration: No attack deals lethal damage to the Kainga. The Kainga regenerates even if it fails a saving throw against a Disintegrate spell. The KAinga is immune to effects that produce incurable or bleeding wounds.
A kainga can be slain only by raising its nonlethal damage total to its ful normal HP + Con score and using a wish or miracle spell to keep it dead.
Overwhelming Toughness: 1/day ignore damage from a single attack.
Abominable: The Kainga counts as heracy for all abilities, attacks, and the like. All divinity wants the Kinga destroyed.
Historical Slash: When the Kainga is affected by a critical hit, and it is determined successful, the character may choose 1 piece of history to return. The DM cannot argue with what is to be returned, but may limit the exact amount of what part of that history is returned.
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