Gargantuan monstrosity (kaiju), neutral good

Armor Class 20 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., fly 200 ft.

30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)

Saving Throws Dex +10, Con +17, Wis +11, Cha +17
Skills Insight +11, Perception +11, Persuasion +17
Damage Resistances acid, cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing weapons attacks by creatures smaller than Gargantuan size
Damage Immunities radiant
Condition Immunities frightened, paralyzed, petrified
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Draconic
Challenge 25 (75,000 XP)


  • Gift of Life. Masura has potent healing powers, but she sometimes has the need to give even more of herself when the need is great. As an action, she can use mass heal or true resurrection, but doing so causes her to take 100 points of damage, and this reduces her maximum hit points by the same amount. She cannot heal herself when using these abilities. Her maximum hit point total returns to normal after a long rest, but if she reduces her maximum hit points to 0, she dies.
  • Hurricane Flight. When Masura is in flight, all creatures within 60 feet must make a DC 25 Strength saving throw or take 21 (6d6) bludgeoning damage, or half as much on a successful save. In addition, creatures failing their save are shoved 1d6 x 10 feet away from Masura. If they strike a solid barrier, their movement stops and they take 1d6 bludgeoning damage per 10 feet they were blown away. Gargantuan creatures and creatures using freedom of movement have advantage on this saving throw.
  • Innate Spellcasting. Masura’s spell casting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Massive Size. Masura occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. She cannot be grappled, restrained, stunned, knocked prone, or Shoved by creatures smaller than Gargantuan size.
  • Siege Monster. Masura deals double damage to objects and structures.
  • Rebirth. Masura is a spirit of life and renewal, reproducing herself asexually and growing through a life cycle from larva to cocoon and then maturation into her mature moth form. If she is killed, a massive egg of glowing yellow and blue rings emerges from the remains and disappears, teleporting to hidden location where she will hatch as a new larva within 7 days, slowly growing to maturity once more.


  • Multiattack. Masura makes two claw attacks.
  • Claw. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) slashing damage. If Masura hits a creature twice in the same round with its claws, it can make a stinger attack against the same creature as a bonus action.
  • Stinger. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 4d6 poison damage and 4d6 radiant damage, or half as much with a successful DC 25 Constitution save. A creature that fails its saving throw takes this damage again at the beginning of their next turn; a successful save halves damage and ends the effect. A creature that fails its save glows blue as if shrouded in faerie fire until they succeed on their saving throw.
  • Glittering Chaff (Recharges after Long Rest). Masura can shake loose a cloud of glittering motes in a 150-foot radius cylinder below Masura, up to 300 feet high. Using this ability deals 50 points of damage to Masura and reduces her fly speed to 100 feet. All creatures in this area are outlined in light as faerie fire for 1 minute; this does not require concentration. In addition, this glittering chaff hangs in the air for 1 minute. Vision-based Wisdom (Perception) checks have disadvantage in this area, as do ranged weapon or spell attacks. Evil creatures and mechanical or technological creatures like robots in the area take 2d6 force damage, 2d6 lightning damage, and 2d6 radiant damage upon entering the chaff and at the beginning of each turn until they leave the chaff.
  • Hurricane Gust (Recharge 4-6). If Masura hovers in place,shet can create a massive gust of hurricane force filling a 300-foot cone until the beginning of Masura’s next turn. This wind affects creatures as its Hurricane Flight, but deals 42 (12d6) bludgeoning damage, or half as much on a successful saving throw. All fires in the area are extinguished and all ranged weapon attacks passing through the cone automatically miss. Ranged spell attacks have disadvantage on the attack roll.


  • Scatter Energy. When an enemy uses an effect that deals cold, fire, force, lightning, or radiant damage against Masura, including area effects, as a reaction she can make a Charisma check to absorb the energy from that effect, against a DC of 10 + the spell level of the effect. Treat a common magic item as a 1st-level spell, an uncommon item as a 3rdlevel spell, a rare item as 5th level, a very rare item 7th level, and a legendary item 9th level. If the effect is not from a spell or magic item, the DC is equal to the Challenge level of the creature that created the effect. If the check succeeds, Masura is not harmed by the effect and instead is healed a number of hit points equal to twice the level of the spell (or equal to the creature’s Challenge). If the enemy is within Masura’s Glittering Chaff, she gains advantage on her ability check to absorb the energy, and if she succeeds she can choose to reflect the effect back at the creature that created it rather than healing herself. That creature is affected as if they were the target (or were within the area) of the effect they used.


Masura 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. Masura regains spent legendary actions at the start of her turn.

  • Detect. Masura makes a Wisdom (Perception) check.
  • Light Beam. Masura targets a creature with a guiding bolt.
  • Wing Attack (Costs 2 Actions). Masura beats her wings. Each creature within 15 feet of her must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Masura can then fly up to half her flying speed.


Masura, the Empress Moth, is a mystical creature, an entity of life and peace and communion with the world and with nature.

She appears as an immense blue moth covered in silvery hairs shot through with gold, with luminous silvery wings that glow a radiant blue in response to the intensity of her emotions. At full size, Masura is more than 120 feet long and weighs over 10,000 tons, with a wingspan of nearly 300 feet.

Circle of Life. Unusual for kaiju, which often are nearly immortal simply due to their great size and power, Masura embodies the natural cycle of life, death, and rebirth. She has died many times throughout the ages, each time giving birth to her own new incarnation first as an egg, then as a massive larva, and finally weaving a cocoon and emerging in her fully grown moth state. She communicates empathically with other kaiju, seeking to quell their rampages or join forces with them against powers that threaten the entire planet, and she even has been known to sacrifice herself to sustain and restore her allies so they can continue the fight.

Fey Followers. Masura is revered by the fey, and she is sometimes attended by a small cadre of nymphs who observe her life cycle, safeguarding her egg and cocoon when necessary, and negotiating with others who are not receptive to Masura’s empathic overtures. These nymphs often appear identical, though whether they are truly related or simply put on this mask for outsiders is unknown. Their often petition their insectoid mistress in song, pleading for her aid when troubles arise and she must rise from her slumber to aid them.

Section 15: Copyright Notice

Asian Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Jason Nelson, Andrew Ha, Aurélien Lainé, Dan Dillon, Ismael Alvarez, James-Levi Cooke, Robert J. Grady, Jeff Ibach, Matt Kimmel, and Thurston Hillman

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