Kovaud's Kaiju Guide Kaiju Preview

by Kovaud

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Kovaud's Kaiju Field Guide

Authors Note

Ever since I was a young lad, I've had this interest in kaiju that grips me from time to time. I can still remember watching old Godzilla VHS tapes, many of which I still have. That love for big ol' monsters has gripped me once again and I now have a means of expressing that by making this compendium of various kaiju of my own making and some that already exist.

Artists

These are all the different people and sources I acquired the art and images featured within this guidebook! Go check them out, they do great work!

Toho

Official Toho Website

ArtbyZaq

Tumblr

SpaghettiBastard

Tumblr

Eatalllot

Deviantart

Spacedragon14

Tumblr

Instagram

Deviantart

About Kaiju

Kaiju are titanic beasts that once called the world their domain long before we came to be. They were the first true children of the great goddess Kovia, who created the world and gave rise to the Kaiju. The kaiju ruled for many, many eons until the old gods stumbled across Kovaud. They decided to do away with the kaiju and called forth a great meteor from the inky black space to strike the world in order to make way for a new species to take hold. The kaiju for the most part died out and those that lived were forced to slumber in deep, forgotten places.

About Kovaud

Kovaud is my D&D setting that I've been working on since day one of me playing D&D. It is characterized by the varied landscapes, the wide range of races that call Kovaud their home, the shattered appearance of the continents, the ascended gods who were once mortals, the massive creatures that roam the world, the planar chart, the abundance of magic, and the strange events that have occured over the ages.

Age of the Titans

The Age of the Titans is a period of time in Kovauds recent history where the kaiju that had been slumbering for so long had awoken. Due to some unknown cirumstances kaiju all over the world began to awaken from their dormant states and began to roam the world ad they once did many, many years ago. This causes the other inhabitants of Kovaud to seek out ways to deal with these gargantuan creatures of old. Some fortified their cities while others created massive brutes of their own to do battle with.

Evedra, the Terror Lizard

Evedra is a massive beast that resembles a komodo dragon in body shape and stature. It was first discovered in the massive jungle that sprawls the entire length of the island of the southeastern coast of Vadrei known as the Garden of the Giants.

Evedra calls the Garden of the Giants its domain and rules over it. Evedra stands at about 35 feet tall and 40 feet long.

Evedra's Lair

Evedra makes its lair within dense jungles that often border on the ocean.

Lair Actions

On initiative count 20 (losing initiative ties), the takes a lair action to cause one of the following effects:

  • Noxious clouds of acid spread throughout the lair in a 100 foot radius of Evedra. All creatures within this area must make a Constitution saving throw taking 6d8 acid damage on a failed save on a successful save.

Regional Effects

The region containing Evedra's lair is warped by Juturu's presence, which creates one or more of the following effects:

  • All food that grows within a mile of Evedra's lair is poisoned.

If Evedra dies, the effects take up to 1d6 days to disperse.


Evedra

Gargantuan kaiju, unaligned


  • Armor Class 23 (natural armor)
  • Hit Points (28d20 + 84)
  • Speed 45 ft., swim 120 ft.

STR DEX CON INT WIS CHA
27 (+6) 9 (-1) 25 (+3) 2 (-4) 11 (+0) 5 (-3)

  • Saving Throws Str +15, Con +12
  • Damage Vulnerabilities Cold
  • Damage Immunities Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120ft., passive Perception 10
  • Languages ---
  • Challenge 27 (105,000 XP)

Legendary Resistance.(3/day) If Evedra fails a saving throw, it can choose to succeed instead.

Amphibious. Evedra can breathe air and water.

Acidic Presence. Acid clouds permeate the air around Evedra. All creatures within 60 feet of Evedra take 13 acid damage for each turn they spend within range.

Actions

Multiattack. Evedra makes 3 attacks: 2 bite attacks and 1 tail attack.

Bite. Melee Weapon Attack: +15 to hit, Reach 5 ft., one target. Hit: 35 (4d12 +9) piercing damage and 10 (3d6) acid damage.

Tail. Melee Weapon Attack: +15 to hit, Reach 20ft., one target. Hit: 54 (7d12 + 9) bludgeoning damage.

Acid Spit (Recharge 5-6). Evedra spits a ball of acid at a point it can see within 60 feet of it. All creatures within 30 feet of this point must make a Dexterity saving throw taking 60 (11d10) acid damage on a failed save and half as much on a successful save.

Volemutul, the Kaiju Construct

Most of the constructs that had been rebuilt were made to be humanoid in shape, one in particular was made in the image of the kaiju that it was built to fight. Built using the excavated skeleton of a long dead god wyvern and its metal armor coated in adamantine. This saurian construct has been dubbed Volemutul after the storm giant who gave his very soul to power it.



Volemutul

Gargantuan construct, same alignment as pilot


  • Armor Class 23
  • Hit Points 799(39d20+390)
  • Speed 60 ft., fly 70 ft.

STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 30 (+10) Same as pilot Same as pilot Same as pilot

  • Condition Immunities poisoned, unconscious, frightened, charmed
  • Damage Resistances radiant, poison, necrotic
  • Damage Immunities Lightning, Thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses same as pilot
  • Languages same as pilot
  • Challenge 30 (155,000 XP)

Magic Resistance. Volemutul has advantage on saving throws against spells and other magical effects.

Regeneration. If Volemutul has 1 or more hit points remaining, it regains 15 hit points at the start of its turn.

Adamantine Plating. Volemutul is immune to critical hits.

Weaponry. Volemutul wields a scaled up version of the pilots weapon that has the same magical properties as the weapon.

Actions

Multiattack. The Volemutul uses Arcane Charge and claw attacks.

Claws. Melee Weapon Attack: +19 to hit, reach 5ft., one target. Hit 26 (3d10 + 10) slashind damage.

Arcane Charge. Volemutul draws energy from the Weave itself and charges itself. The next claw attack made deals an additional 25 force damage.

Atomic Fire (Recharge 5-6). Volemutul exhales a beam of force energy out of its mouth in a line that is 90 feet long and 5 feet wide. All creatures within this line must make a DC 22 Constitution saving throw taking 54 (12d8) force damage on a failed save and half as much on a successful save.

Gojira, the God Wyvern

This species of monster is an ancient kaiju that the mere mention of sends shivers through even the bravest of heroes. They are known by a few titles - gods of destruction, alpha predators, gigantis - all of these names are well suited to the god wyvern. But none truly capture the essence of the creature as the title given to the last surviving member of their species, the King of the Monsters!

This species has nearly gone extinct thanks to a cataclysmic event in the early days of the world. There is only one surviving member of this ancient species left living in this world. The name of this last god wyvern has been passed down among the natives of the island chain where it makes its lair. It has been dubbed Gojira. This last god wyvern is a truly massive creature, standing at around 110 feet tall and 90 feet long.

Gojira's Lair

Gojira makes their lair in areas that are close to large bodies of water.

Lair Actions

On initiative count 20 (losing initiative ties), the takes a lair action to cause one of the following effects:

  • Tremors shake throughout the ground around Gojira. Each creature within 160 feet of Gojira must make a Strength saving throw or be knocked prone.
  • The ground quakes and upheaves in a 120 foot radius centered on a point Gojira can see. This 120 foot radius is considered difficult terrain.

Regional Effects

The region containing Gojira's lair is warped by Gojira's presence, which creates one or more of the following effects:

  • The terrain becomes more primordial as was the world in its youth. Pools of magma, jagged rocks, and other such terrain is present in a 1 mile radius surrounding Gojira's lair
  • Creatures with the dragon type with a CR of 15 or less are frightened while within 5 miles of Gojira's lair.
  • Massive clouds of primordial fog are present within 10 miles of Gojira's lair.

If Gojira dies, the effects take up to 1d12 days to disperse.

Hellfire Gojira Variant

Whenever a member of the god wyvern species absorbs too much energy their inner workings begin to break down and heat up. Add the following alterations to the normal Gojira stat block:

Meltdown. After Gojira enters meltdown it has 30 days before it fully explodes. When it does so, all creatures within 5 miles of Gojira take 325 (50d12) fire damage. This damage bypasses resistances and immunities, but not the immunities of other creatures with the kaiju type.

Hellfire Aura. Gojira exudes an aura of extreme heat, all creatures within 60 feet that enter this aura on their turn or start their turn in this aura must make a DC 23 Constitution saving throw taking 35 (10d6) fire damage on a failed save and half as much on a successful save.



Gojira

Gargantuan kaiju, true neutral


  • Armor Class 23 (natural armor)
  • Hit Points 676 (41d20 + 246)
  • Speed 120 ft., swim 220 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 22 (+6) 24 (+7) 21 (+5) 22 (+6)

  • Saving Throws Str +19, Con +15, Wis +14
  • Skills Athletics +19, Intimidation +15, Perception +14
  • Condition Immunities. Charmed, frightened
  • Damage Resistances force, force, lightning
  • Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses darkvision 60 ft., tremorsense 60ft., passive Perception 23
  • Languages
  • Challenge 30 (155,000 XP)

Legendary Resistance (3/day). . If the Gojira fails a saving throw, it can choose to succeed instead.

Impenetrable Hide. Gojira is in possession of a nigh indestructible hide. Any attack dealt against Gojira that doesn't deal a minimum of 20 damage is ignored.

Actions

Multiattack. Gojira can use its frightful presence. It then makes three bite attacks and two stinger attack. It can use claw in place of any attack.

Bite. Attack Style: +19 to hit, reach 20ft., one target. Hit: 26 (5d6 + 8) piercing damage, plus 7 (3d4) force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 31 (5d8 + 9) piercing damage, and if the target is a Large or smaller creature it is grappled (Escape DC 21). Until the grapple ends, Gojira can’t use this claw on another target. Gojira has two claws.

Atomic Breath (Recharge 4-6). Gojira emits a large blast of energy in a line that is 80 feet long and 10 feet wide. Every creature within a must make a DC 23 Dexterity saving throw, taking 143 (22d12) force damage on a failed save and become prone.

Frightful Presence. Each creature of Gojira's choice within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Gojira is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gojira's Frightful Presence for the next 24 hours.

Reactions

Atomic Pulse. When Gojira is hit by a melee attack, Gojira can as a reaction, emit a pulse of energy. All creatures within 15 feet of Gojira take 9 (2d8) force damage.

Legendary Actions

Gojira can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Gojira regains spent legendary actions at the start of its turn.

  • Detect. Gojira makes a Wisdom (Perception) check.
  • Claws. Gojira makes one claw attack.
  • Atomic Breath (Only if available and costs 2 Actions). Gojira uses its Atomic Breath.

Tarrasque, The World Breaker

One of the oldest kaiju to exist. The Tarrasque is known throughout the realms as a primal force of destruction, even more so than other kaiju. Few can rival this titanic beast in sheer might. It slumbers deep within the core of the planet waiting to be awoken and visit its fury upon the world.

It is one of the oldest of all kaiju, and is feared by all. One of it's oldest rivals is the kaiju species known as the god wyverns, especially the last member of the god wyverns in particular.

It holds the title of "World Breaker" as its steps are said to shake even the very foundation of the world. Tarrasque stands at about 100 feet tall and about 95 feet long.

The Tarrasque's Lair

The Tarrasque makes its lair in volcanic areas that are extremely active.

Lair Actions

On initiative count 20 (losing initiative ties), the takes a lair action to cause one of the following effects:

  • Fountains of magma spew up from the earth within 120 feet that the Tarrasque can see.
  • Jagged obsidian spikes pierce through the ground within 60 feet of the Tarrasque. This area becomes rough terrain and all creatures other than the Tarrasque take 2d4 piercing damage for each 5 feet of movement they expend to get through it.

Regional Effects

The region containing the Tarrasque's lair is warped by the Tarrasque's presence, which creates one or more of the following effects:

  • The terrain becomes more primordial as was the world in its youth. Pools of magma, jagged rocks, and other such terrain is present in a 1 mile radius surrounding the Tarrasque's lair
  • Wyverns and other lesser draconic creatures are more common within 10 miles of Tarrasque's lair.
  • Ash clouds cover the skies within 1 mile of the Tarrasque's lair.

If the Tarrasque dies, the effects take up to 1d12 days to disperse.



Tarrasque

Gargantuan kaiju, unaligned


  • Armor Class 25 (natural armor)
  • Hit Points 676 (33d20+330)
  • Speed 40ft., swim 30ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 3 (-4) 11 (+0) 11 (+0)

  • Saving Throws Int +5, Wis +9, Cha +9
  • Damage Resistances Force, Lightning, Thunder
  • Damage Immunities Fire, Poison, Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 120 Ft., passive Perception 10
  • Languages ---
  • Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.

Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

Siege Monster. The tarrasque deals double damage to objects and structures.

Impenetrable Hide. The Tarrasque is in possession of a nigh indestructible hide. Any attack dealt against the Tarrasque that doesn't deal a minimum of 30 damage is ignored.

Worldbreaker. All terrain within 120 feet of the Tarrasque is considered to be magical difficult terrain. The difficult terrain created by this feature cannot be negated by any means.

Actions

Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (4d8 + 10) slashing damage.

Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (4d10 + 10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Fire Breath (Recharge 4-6). The Tarrasque exhales a large blast of fire in a 100-foot cone. Every creature within a must make a DC 20 Dexterity saving throw, taking 143 (22d12) fire damage on a failed save and become prone.

Reactions

Quaking Stomp. When Tarrasque is hit by a melee attack, the Tarrasque can as a reaction, slam its foot into the ground knock all creatures with 10 feet of it prone.

Legendary Actions

The Tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tarrasque regains spent legendary actions at the start of their turn.

Attack. The tarrasque makes one claw attack or tail attack.

Move. The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.

Ghidrah, the Golden King

A fearsome and terrible beast with three heads and massive wings. This kaiju originates from a place far from this world. It has a mastery over lightning and thunder that is far greater than that of blue dragons and storm dragons.

It stands at about 115 feet tall and 70 feet long. It is titanic brute, that has a fierce rivalry with Gojira.

Ghidrah's Lair

Ghidrah makes its lair in volcanic areas that are extremely active.

Lair Actions

On initiative count 20 (losing initiative ties), the takes a lair action to cause one of the following effects:

  • The wind whips about and pushes against all creatures with 60 feet of Ghidrah. All targets within this range must make a DC 18 Strength saving throw.
  • Static permeates the air within 120 feet of Ghidrah dealing 7 (2d6) lightning damage to all creatures within it.

Regional Effects

The region containing Ghidrah's lair is warped by Ghidrah's presence, which creates one or more of the following effects:

  • A great storm rages in within 1 mile of Ghidrah.
  • Wyverns and other lesser draconic creatures are more common within 10 miles of Ghidrah's lair.
  • Dark, storm clouds cover the skies within 1 mile of Ghidrah's lair.

If Ghidrah dies, the effects take up to 2d12 days to disperse.



Ghidrah

Gargantuan kaiju, chaotic evil


  • Armor Class 24 (natural armor)
  • Hit Points 676 (33d20+330)
  • Speed 35ft., fly 60ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 29 (+9) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Int +9, Wis +10, Dex +12
  • Damage Resistances Force, Poison, Acid
  • Damage Immunities Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 120 Ft., passive Perception 10
  • Languages ---
  • Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If Ghidrah fails a saving throw, it can choose to succeed instead.

Magic Resistance. Ghidrah has advantage on saving throws against spells and other magical effects.

Multiple Heads. Ghidrah has three heads. While it has more than one head, Ghidrah has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever Ghidrah takes 100 or more damage in a single turn, one of its heads dies. If all its heads die, Ghidrah dies.

Eye of the Storm. The sheer presence of Ghidrah generates a massive storm that rages and swirls within 1 mile. All creatures within this radius take 13 (2d12) lightning damage for each hour they spend within it and have disadvantage on saving throws to avoid being knocked prone.

Siege Monster. Ghidrah deals double damage to objects and structures.

Impenetrable Hide. Ghidrah is in possession of a nigh indestructible hide. Any attack dealt against Ghidrah that doesn't deal a minimum of 25 damage is ignored.

Actions

Multiattack. Ghidrah can use its Frightful Presence. It then makes five attacks: three with its bite, and two with its tail.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Ghidrah can't bite another target

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Ghidrah's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Ghidrah is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ghidrah's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 4-6). Ghidrah exhales a bolt of lightning from each of its available heads at a single target within 120 feet for each head. Every target creature a must make a DC 18 Dexterity saving throw, taking 143 (22d12) lightning damage on a failed save and half as much on a successful save.

Legendary Actions

Ghidrah can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ghidrah regains spent legendary actions at the start of their turn.

Attack. Ghidrah makes one claw attack or tail attack.

Move. Ghidrah moves up to half its speed.

Chomp (Costs 2 Actions). Ghidrah makes one bite attack.