Golden Kaiju
Ability Score Increase None
Size Medium
Speed 30ft
Age: Their habitat deep within the crust of a planet aids in secluding Golden Kaiju communities from outside threats, the immense heat often times being enough to deter or outright slay any would be trespassers. A Golden Kaijus body is incredibly well adapted to such locales- to the point where their intestines forego the usual bacteria in preference of a symbiotic relationship with several species of gastrolithic bacteria allowing Golden Kaiju to feed and gain nourishment from various types of silicate and even metallic elements. Their lifestyle is also incredibly physically taxing which gives these Kaiju their signature resilience, strength and musculature. For all of the aforementioned reasons, Golden Kaiju live well into their 800's with the oldest individuals perishing from natural causes around the age of 2000.
Alignment: These creatures are hard working and never shy away from a day of hard labor they in fact, cherish a day well spent in the mines or working within their professions. They tend to gravitate towards lawful alignments as most Golden Kaiju follow a strict code of morals. Whether these morals are of good, evil or neutral origin is subject to each individual Golden Kaiju. Despite their strong sense of code, honor and morals, some Golden Kaiju may forge their own codes, becoming chaotic in the process. (Lawful, Good/Neutral/Evil, on uncommon occasions, Chaotic or True)
Size: Golden Kaiju are, relative to other Kaiju, short and somewhat stout yet athletic build sometimes bordering or reaching muscular in build. Standing at an average of 4'0" to 5'6", females often weigh 400 to 2000 pounds varying with the amount of gold attached to their bodies; they tend to have stouter more rounded builds then males who are on average 4'10" to 5'10" in height and 700 to 2500 pounds in weight with highly athletic and muscular builds. The cause for this size difference is theorized to be an inherited genetic trait within female members of the sub-species caused by their matriarchal society; males are employed by the females to work and serve them causing females to rarely exert much physical strain at all. Despite this, females tend to be stronger than their male counterparts in terms of raw strength. (Your size is Medium.)
Speed: Despite their heavy weight, Golden Kaiju muscles are fine tuned to carry their body's weight. Your base movement speed is 30ft.
Features
Horns:
Lore: Coated with a thick layer of metal, these horns are durable and the source of many'a Golden Kaiju's pride. While these horns come in many different shapes, typically, they are spiraled similar to that of a ram's horns. Their metal coating is backed by thick, dense bone whose hardness is comparable to that of steel. While the internal organs within their horns are sensitive to sounds and vibrations- acting similarly to a seismometer- they have been used for combat in the past, to mixed results. The impact caused by horned attacks generally leaves the Golden Kaiju stunned due to an overload of vibrations. Regardless, these massive horns are often times seen as a source of societal status and beauty; those with larger, more spiraled and polished horns tend to rest higher on the social ladder.
Ability: You gain the ability to attack with your horns as an action. Your horns are considered Strength-based weaponry and you are proficient in their use. They deal 2d4 piercing damage. After their use, you must roll a DC 16 Constitution saving throw or are stunned until the beginning of your next turn, rendering you unable to make reactions and causing you to automatically fail saves. You may use your horns an unlimited amount of times per day.
Due to the sensitive nature of their internal hearing organs, your horns are particularly sensitive to damage. Enemies, when they target you with an attack, may now target your horns specifically. Your horns have health equivalent to your current maximum Hit Points which is restored upon the end of a long rest or via the use of a restoration (such as Lesser or Greater Restoration) spell only. When your horns are at half of their hit point maximum, they are considered damaged. If your horns fall to or below 0 hit points, they are considered broken. Whenever you use your horns for an attack, you inflict 1d4 damage onto your horns. Damaged horns cause your horn attack damage to be reduced to 1d4 piercing and increases self-inflicted horn damage to 2d4. You cannot attack with your horns when they are broken. Additionally, your Tremorsense ability is affected by the condition of your horns.
Tremorsense:
Lore: An organ similar to that of a human's inner ear sits under the skull at the base of both of a Golden Kaiju's horns. A thin, circular membrane acts as an eardrum- it receives vibrations and electrical signals from a cylindrical cluster of nerves which extends half way down the length of their horns. This "trunk" of nerves branches outwards towards the surface of the horns, touching their outer layer of bone and stopping just before their metallic surface. These branching nerves then branch once again once just under the surface of the horn wherein nerves receive vibrations, convert them to electrical stimulus, transfer it down the trunk and into the membrane, any residual vibrations carried with it. The brain then interprets this input as sound. This effectively turns a Golden Kaiju's horn into a larger organ which they use to hear while deep underground or burrowed. If a Golden Kaiju loses its horns it becomes deaf. However Golden Kaiju are capable of regrowing or repairing their horns once broken or damaged; the organ is also repaired or regrown during this process causing the Golden Kaiju to become partially deaf until regeneration has completed.
Ability: While you have horns, you have a passive tremorsense of 120 feet and advantage on hearing based Perception checks and cannot be considered deafened via sound-based attacks or effects. If your horns are damaged, your Tremorsense is reduced to 10 feet and you gain disadvantage on hearing based Perception checks. If your horns are broken, you are considered deaf until they are repaired.
Adapted Vision:
Lore: Despite living predominantly within active lava caverns, a Golden Kaiju's predominantly subterranean lifestyle requires their eyes to adjust between complete darkness and dim light. Golden Kaiju have a mirror-like lens within their inner eye which captures and reflects light particles several times within the eye, allowing their brains to perceive even the darkest of locales as if they were dimly lit. Facilitating this is the Golden Kaiju's ability to dilate their pupils to an extreme degree— almost to the point that their pupil completely engulfs their iris. These abilities however, leave Golden Kaiju particularly susceptible to sudden bright lights or bright lights in general. To remedy this, Golden Kaiju have secondary eye lids under their primary eye lids. These eyelids are composed of a thin, semi-transparent, black film which absorbs light instead. These serve the same purpose as typical sunglasses.
Ability: You can see within darkness as if it were bright light up to a range of 60 feet, beyond this range you see everything as if it were dim light. Your adapted eyes allow you to differentiate colors even while shrouded in darkness. While under the effects of spells which project a zone of darkness in order to blind, you are unaffected. However, you are extremely susceptible to sudden flashes of bright light or bright light in general. You automatically fail
"flashbang" like effects (sudden flashes of lights meant to stun or blind) and are instantly blinded for 1d10 minutes. Upon entering areas of bright light such as the surface or a brightly lit room, you are blinded for an hour, after which, your eyes adjust only imposing disadvantages typical to sunlight sensitivity.
Metallic Scales:
Lore: Golden Kaiju have a mix of thick, almost rock hard yet smooth leather and metallic scales. These scales are organically composed of keratin amalgamated with a metallic element and are formed by the Golden Kaiju's body over time offering significant natural armor. The metallic composition of their scales is largely dependent on their diet, A Golden Kaiju whose diet consists mainly of Iron will have red, rusted scales while a Golden Kaiju whose diet consists mainly of gold will have glistening golden scales.
Ability: Your body creates scales which offer you natural protection based on your diet. In order to change scale composition, you must ingest 10 kilograms (or 22 pounds) of your chosen material in it's purest concentration (pure ingots, etc...) per day for 1 week (total of 70 kilograms or 154 pounds). During this time, you may eat other silicates or metals but must follow the aforementioned requirements in order to change your scale composition; you may not skip a day, if you do, you must restart this process over.
- Iron:
- Your scales are composed of iron, a ferrous metal with various properties the most predominant of them all being magnetism. Your scales are initially a matted silver in coloration but become red and fragile as they age, rusting and being shed in place for fresh, new iron scales.
- Ferromagnetism Your scales are composed of Iron, a ferrous metal with various properties— most predominantly, magnetism. Your Base AC is increased by 2 and you gain resistance to fire damage and high temperatures. If you're already resistant to either, you do not become immune. Additionally, your ferromagnetic scales act as organic magnets. Once per long rest, as an action, you may target any ferromagnetic objects or entities within 10 feet of you whose weight does not exceed 10 pounds and pull it into your grasp. If the object is being held or worn and they are unwilling, the wielder or wearer of the target object or entity must roll a successful Strength save whose DC is equivalent to your Constitution score or have the object removed from their possession and pulled into your grasp.
Objects are considered to be ferromagnetic if they are composed of: Iron, Cold-Iron, Steel, Adamantine, Cobalt or otherwise contain any amount of Iron in their composition such as when within Iron alloys or when used as accents.
- At higher levels: Upon reaching 6th level, you may use this ability as a reaction to an attack being declared within the zone of influence of this ability. The target must be wielding or otherwise wearing an object that contains ferromagnetic materials as described above. Upon doing so, the target must roll a Strength save whose DC is equivalent to your Constitution score or have disadvantage imposed on their attack's roll. If their attack instead requires the target of their attack make a Dexterity or Strength save, said target rolls the save with advantage as you tug on the attacker's gear causing them to fumble their attack. Upon reaching 12th level, you may target objects or entities which weigh less than or exactly 30 pounds. Upon reaching 16th level, you may add your proficiency modifier to your Constitution score while making contesting rolls as previously stated. Upon reaching 20th level, the zone of influence of this ability becomes 30ft.
- Copper:
- Your scales are composed of a deep orange-pink metal, copper; they are shiny and reflective.
- Heatsink: While your scales are composed of copper, you receive a -2 to your Base AC but gain immunity to fire damage and weakness to lightning damage. You have a pool of points known as Heatsinks equivalent to 1/4th your Constitution modifier rounded down with a minimum of 1. These charges recover upon the completion of a long rest. Whenever you are the target of a fire-based attack, you consume one Heatsink charge and 1/4th of the damage received is recovered as Temporary Hit Points. These Temporary Hit Points are separate from typical Temporary Hit Points and do not absorb damage for you. Instead, as an action, you may roll a Slight of Hand check against a target entity's Dexterity Score and touch them, expending all Temporary Hit Points accumulated by this ability, touching the target entity, and inflicting these Temporary Hit Points as fire damage onto said entity.
- At higher levels: Upon reaching 6th level, you may activate this ability by landing a successful attack on a target entity instead of simply touching them. Upon reaching 12th level, your Heatsink charges are equivalent to 1/2 your Constitution Modifier rounded down with a minimum of 1 and you absorb 1/2 fire damage instead of 1/4th. Upon reaching 18th level, you no longer receive a -2 AC penalty. Upon reaching 20th level, this ability recharges on either short or long rest completions.
- Brass:
- Your scales are composed of a bright orange-yellow metal alloy, Brass; it almost looks like Gold. While your scales are composed of Brass, you receive a +2 to your Charisma and gain immunity to non-magical poisons, resistance to acid damage and fire damage. Upon reaching 10th level, your Charisma bonus is increased to +3, your acid resistance becomes acid immunity and you gain immunity to non-magical diseases. Upon reaching 15th level, your fire resistance becomes fire immunity and you gain immunity to all poisons and diseases magical or otherwise. Upon reaching 18th level, your Charisma bonus is +4 instead.
- Bronze:
- Your scales are composed of a deep red-orange metal alloy, Bronze; it feels ancient. While your scales are composed of Bronze, you gain resistance to fire damage.
- Super-Capacitor: Your scales channel one of Bronze's special properties, the property to act like an electrical sink. You may use this ability up to as many times as your Constitution Modifier halved and rounded down (minimum of 1) per long rest. Whenever you are inflicted with lightning damage, you automatically consume one Super-Capacitor charge and this ability triggers, regardless of your decision to activate it or otherwise. When inflicted with lightning damage, you receive as many Temporary Hit Points as 1/4th the final amount of damage before taking into account your lightning resistance rounded down. If you are hit with lightning damage yet again, you consume another Super-Capacitor charge immediately and stack the inflicted damage as Temporary Hit Points as previously described. If you are attacked while under the effects of Super-Capacitor with an attack whose damage type is not lightning, you take damage as usual and do not take any Temporary Hit Point damage. Instead, whenever you land a melee, ranged or spell attack, you automatically consume all Temporary Hit Points and inflict as much damage onto your target on top of any damage inflicted by the original attack. This triggers automatically and cannot be stopped or otherwise prevented if you land an attack. Once you inflict damage with Super-Capacitor, your remaining Super-Capacitor charges are consumed and must be recharged with a long rest. Upon reaching 14th level, you may use this ability a number of times equivalent to your Constitution modifier. Upon reaching 18th level, this ability may recharge on a short rest instead.
- Steel:
- Your scales are composed of a deep grey, matte, metal alloy; you feel sturdy and very heavy. You gain a +4 to your base AC, resistance to fire damage, weakness to acid damage and have your base movement speed reduced by 10. Upon reaching 16th level, your fire resistance becomes fire immunity.
- Sharpness V: Your scales are incredibly sharp. While they pose no threat to you, they pose an extreme threat to those who oppose you. Whenever you make a successful unarmed attack, you may trigger this ability. The target receives 2d4 slashing damage and must roll a Constitution Saving Throw whose DC is equivalent to your Constitution Score. Upon failing, the target entity is subject to a massive, bleeding laceration and take 1d4 necrotic damage every turn for 1d4 turns. If the target fails the Constitution Saving Throw again by being the target of this attack while already under it's effects, it's damage dice doubles and increases by one dice tier in addition to having it's remaining bleed time doubled as the laceration becomes progressively worse. This effect may stack an infinite amount of times but may only be used as many times as your Constitution Modifier halved and rounded down per long rest. Upon reaching 10th level, this becomes your Constitution Modifier. At 18th level, you may regain charges on a short or long rest .
- Lead:
- Your scales are composed of a heavy, purple-gray, malleable, matte metal, Lead; you wonder how you're not poisoned yet. You gain immunity to non-magical poisons and disease and gain resistance to necrotic damage.
- Toxic: Whenever you inflict damage via an unarmed attack, you inflict an additional 1d4 poison damage. By expending a Toxic charge, whenever you initially inflict poison damage from any sources, you can force your target to become poisoned taking 1d4 poison damage every turn for 1d4 turns if they fail a Constitution Saving Throw whose DC is equivalent to your Constitution Score; non-biological constructs such as Golems, Warforged or Elementals automatically succeed and are considered immune to your poison. You may use this ability a number of times equivalent to half your Constitution Modifier rounded down and regain any charges spent upon completion of a long rest. Once you reach 10th level, this poison becomes elemental, switching any natural poisons in place for elemental Lead, your poison is no longer hindered by resistances such as poison resistance, immunity or absorption and easily overcomes these hurdles so long as the target is organic in nature and not a non-biological construct such as a Warforged, Golem or Elemental. Upon reaching 12th level, this poison becomes increasingly potent, your base poison damage is increased to 2d6 and now snowballs; if you inflict Toxic poison to an entity after it's already poisoned, it's poison chip damage increases to 2d6 and it's poison timer resets and increases to 2d6 rounds; if you continue to inflict poison into the target, the damage dice doubles and increases once in tier for both the poison damage and turn timer- the amount of times you can stack this debuff is unlimited and only restricted by the amount of Toxic charges you wish to inflict (one per unarmed attack). Additionally, your poison now affects non-organic constructs by hindering their movements via larger lead particulates within your poison causing their gears or mechanisms to seize up; non-organic constructs are considered resistant to your poison instead of immune. Upon reaching 14th level, you become immune to all poisons and diseases, magical or otherwise, have a maximum amount of charges equivalent to your Constitution Modifier and may recover said charges upon completion of a short rest instead of a long rest. Upon reaching 16th level, you gain poison absorption; whenever you receive poison damage, you take no damage and heal half the damage instead. Additionally, whenever you deal poison damage, you heal 1/4th as much as your final amount of poison damage. Upon reaching 18th level, you heal 1/2 damage instead of 1/4th damage when inflicting poison damage.
- Magnesium:
- Your scales are composed of a white, slightly reflective, soft metal, Magnesium; your exercise caution around fires. Your base AC is reduced by 2 and you gain weakness to fire damage.
- Pyrokinetic Flare: Your unarmed attacks now inflict a debuff known as "Magnesium Spikes." Every time you inflict unarmed damage to a target entity, you inflict one charge of "Magnesium Spikes" as well. A given target entity may only have up to 5 stacks of "Magnesium Spikes" inflicted upon them at any time. Once per short rest, after inflicting damage from an unarmed attack, you may trigger "Pyrokinetic Flare." Upon doing so, you deal an additional 1d4 fire damage and ignite any "Magnesium Spikes" currently embedded onto the target entity. Each magnesium spike deals 1d6 fire damage for 1d4 turns. For every stack of "Magnesium Spikes," inflicted onto the target, the individual damage of "Magnesium Spikes" is doubled and increased by one damage dice to a maximum of 16d20 fire damage every turn for 1d4 turns. Once a "Magnesium Spikes" is triggered by "Pyrokinetic Flare," any additional charges of "Magnesium Spikes" inflicted by repeated unarmed attacks instead no longer inflicts a stack of "Magnesium Spikes" and instead directly deals an additional 1d6 fire damage. Upon reaching 10th level, your AC penalty is nullified. Upon reaching 14th level, you may make a ranged attack against a target entity, upon succeeding, you deal 1d4 piercing damage and inflict 2 stacks of "Magnesium Spikes"; if the target has already ignited because of "Pyrokinetic Flare" you instead deal 2d6 fire damage. The range of this attack is 30/60 and you are considered proficient in this attack.
- Mercury:
- Your body oozes steadily oozes a stream of highly reflective metallic liquid, Mercury; you try not to ingest it. Your base AC is reduced by 2, your base movement speed is increased by 10 and you gain advantage Dexterity checks.
- Poisonous Mantle: You slash at the air in front of you with both arms, sending globules of liquid Mercury into the air. As an action, you may make a ranged attack- this range attack's range is 60/120 and you are considered proficient in this attack. The attack creates a 15ft radius of poisonous above it.
Extreme Sunlight Sensitivity:
Ability: Your eyes are extremely sensitive to light. Whenever you are within bright light you are considered blinded. Additionally, you have disadvantage on all ability checks, Dexterity saves and attack rolls. However, your eyes are capable of filtering out red light, you forego any debuffs inflicted by Extreme Sunlight Sensitivity if the source of light is a torch or magma or may otherwise be considered "red" or "orange" in origin. If your DM allows it, you may shade your eyes with sunglasses or via other means to lessen the debuffs from Sunlight Sensitivity. While shaded, you are not considered blinded but have disadvantage on Dexterity saves, attack rolls and sight based perception checks.
Languages. Common, Kaijian (Draconic if playing with core languages).