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Iruk

Gargantuan beast, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 232 (15d20 + 75)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 4 (-3) 13 (+1) 5 (-3)

Saving Throws Dexterity+6, Charisma+1
Skills Arcana +1, Athletics +10, Perception +5
Damage Resistances acid, cold, fire, lightning, necrotic, thunder
Condition Immunities frightened
Senses darkvision 600 ft., detect magic, passive Perception 15
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP)

Special Traits

  • Colossal Creature. Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Huge and smaller can move through or occupy a kaiju’s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain, and treat thick forests, settlements, or mountains as difficult rather than impassable terrain.
  • Detect Magic. Iruk can sense magical auras as if constantly under the effect of a detect magic spell that doesn’t require concentration.
  • Legendary Resistance (3/Day). If Inu fails a saving throw, it can choose to succeed instead.
  • Spell Healing. Any magical healing that Iruk receives uses the highest possible number for each die.
  • Magic Weapons. Iruk’s weapon attacks are magical.

Actions

  • Multiattack. Iruk makes one bite or otherworldly bite attack and two claw or otherworldly claw attacks.
  • Bite. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, it loses 7 (3d4) hit points at the beginning of its next turn from a bleeding wound. Any healing effect or a DC 18 Wisdom (Medicine) check performed as an action can prevent this bleeding damage.
  • Otherworldly Bite. Iruk attacks one creature within 20 feet with a spectral bite. The target must make a DC 18 Dexterity saving throw, suffering 19 (3d8 + 6) slashing damage on a failure, or half that amount of damage on a success.
  • Claw. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, it suffers an additional 7 (3d4) damage at the beginning of its next turn, from a bleeding wound. Any healing effect or a DC 18 Wisdom (Medicine) check performed as an action can prevent this bleeding damage.
  • Otherworldly Claw. Iruk attacks one creature within 20 feet with a spectral claw. The target must make a DC 18 Dexterity saving throw, suffering 16 (3d6 + 6) piercing damage on a failure, or half that amount of damage on a success.
  • Focused Sight. Iruk focuses its glowing eyes on one target that it can see within 1,000 feet. The target must make a DC 18 Dexterity saving throw. On a failed save, the target suffers 21 (6d6) radiant damage and one spell effect of 4th level or lower on the target ends. On a successful save, the target suffers half damage and no further effect.

Legendary Actions

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

  • Bite. Iruk makes one bite attack.
  • Recover. Iruk regains 50 hit points. Once it uses this ability, it can’t do so again until the end of its next turn.
  • Tail Sweep (2 Actions). Each creature in a 40-ft. cone must make a DC 18 Dexterity saving throw, suffering 25 (4d8 + 6) bludgeoning damage and falling prone on a failed save, or half damage and no further effect on a success. Flying creatures have advantage on this saving throw.

About

Iruk is a predator of the forests, with sharp fangs and claws, but also infused with magic to its core. At need, those claws and fangs can become spectral, passing through armor to rend flesh beneath.

Capricious Hunter. Iruk ranges over vast and trackless forests, seemingly aware of the passage of creatures into that territory even at great distances. When it hunts, it fixates on one creature or a small group, and stalks them until it catches and kills them, or it loses interest. Once it scents blood, though, it can’t help itself, and pursues that quarry unto the ends of the earth.

Bone-Deep Magic. Though Iruk can’t cast anything specifically recognizable as a spell, its claws and fangs can become insubstantial, and it can dispel magic – rather explosively – with its gaze. It is dangerous to rely on any one solution – sharp steel or sorcerous power – against such a foe as Iruk.

Section 15: Copyright Notice

Kaiju Codex. © copyright 2015 Steven D. Russell; Authors Elaine Betts and Justin P. Sluder