Worldshaker

Gargantuan elemental, neutral

Armor Class 25 (natural armor)
Hit Points 740 (40d20 + 320)
Speed 80 ft., climb 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 27 (+8) 10 (+0) 20 (+5) 20 (+5)

Saving Throws Str +19, Con +17
Skills Acrobatics +10, Intimidation +14, Perception +14
Damage Resistances cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from weapons that are not adamantine
Damage Immunities acid, lightning
Condition Immunities exhaustion, frightened, paralyzed
Senses darkvision 600 ft., tremorsense 600 ft., passive Perception 24
Languages Terran (can’t speak)
Challenge 30 (155,000 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, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. 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.
  • Legendary Resistance (3/Day). If the Worldshaker fails a saving throw, it can choose to succeed instead.
  • Innate Spellcasting. The Worldshaker’s spellcasting ability is Charisma (spell save DC 22). The Worldshaker can innately cast the following spells, requiring no material components:
    • At will: move earth, conjure elemental (earth elementals only)
    • 3/day: conjure elemental (earth elementals only, cast with a 9th-level spell slot) Bury. A Huge or smaller creature that fails its saving throw against the Worldshaker’s Earth Toss is stunned until the end of its next turn and buried. A buried creature is blinded, restrained, and prone until it escapes, and it begins suffocating. To free itself from being buried and to end its suffocation, a creature must be rescued by creatures that are not buried spending their actions to make Strength (Athletics) checks against DC 25. A buried creature can attempt to free itself, spending its action to make Strength (Athletics) checks against DC 30. Freeing a buried creature requires three successful checks.
  • Terrible Rage. As long as the Worldshaker’s current hit points are less than half its maximum hit points, it deals an additional 13 (2d12) bludgeoning damage with its Slam attack, any creature it hits with a Slam attack must succeed on a DC 24 Strength saving throw or be pushed back 30 feet, and the Worldshaker regains 50 hit points at the beginning of its turn.
  • Magic Weapons. The Worldshaker’s weapon attacks are magical.

Actions

  • Multiattack. The Worldshaker can make one Slam attack against all enemies in a 10-ft. radius that is within its reach.
  • Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.
  • Earth Toss. The Worldshaker scoops up a large amount of earth and throws it at a point within 400 feet. All creatures within a 40-ft. radius of that point must make a DC 24 Dexterity saving throw, taking 49 (6d12 + 10) bludgeoning damage and become buried (see above) on a failed save, or half as much damage and isn’t buried on a successful one.
  • Shockwave. The Worldshaker slams the earth or other surface to create a shockwave. All creatures within 120 feet must make a DC 24 Strength saving throw, falling prone on a failure.

Legendary Actions

The Worldshaker 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. The Worldshaker regains spent legendary actions at the start of its turn.

  • Pummel. The Worldshaker deals 88 (12d12 + 10) bludgeoning damage to a buried creature within its melee reach. The creature must succeed on a DC 24 Constitution saving throw or be stunned until the beginning of its next turn.
  • Slam. The Worldshaker makes a slam attack.
  • Earth Toss (Costs 2 Actions). The Worldshaker makes an Earth Toss attack.

About

The Worldshaker is the mightiest of all creatures, the animate form of the world’s core. It is a volcano given life, and nothing can survive its passing.

Guardian and Destroyer. The Worldshaker was given life and buried deep during the creation of the world, in case it became necessary to destroy the world. The Worldshaker has no deep understanding of this purpose, only a drive to be free, to destroy. Any breach of its prison might let it free upon the world.

Mighty as Mountains . The Worldshaker’s staggering vastness is so great that the shifting stone of its form opens up caverns large enough for adventurers to enter. The wealth of the deep earth can be found within, without the Worldshaker even noticing – if you are quick, wary, and lucky.

Caverns Within the Worldshaker

The Worldshaker’s form of shifting, grinding stone and lava is large enough to hold cavernous chambers. A cave mouth might open for a minute or an hour, so move quickly if you spot one. Inside, there are gemstones or veins of the rarest ores, brought up from the world’s core; a miner who survived this far could win a fortune, if it could be carted off successfully. Small or Medium creatures might well climb the Worldshaker and enter a cave-mouth unnoticed.

According to legend – though no one can say who might have survived to tell such a tale – one who waits for the cave-mouth to close does not die, but finds that other passages open, leading toward the Worldshaker’s molten heart. Here might a blade, too small to pierce the Worldshaker’s shell, do more damage – but the heat of that core would surely destroy them, even if they slew the Worldshaker. A cadre of the mightiest elementals, earth and fire alike, guard the Worldshaker’s core.

Section 15: Copyright Notice

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

Section 15: Copyright Notice

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

This is not the complete license attribution - see the full license for this page