5e SRD >Creatures >


One minotaur in a particular tribe grew to full size when he was but a youth, and then kept growing. His might has kept pace with his incredible stature; only other kaiju can now match his power.

Chieftain. As he grew, the chieftain of Taurosu’s tribe saw him as a challenge, and attempted to banish him. Even in exile, Taurosu fought the tribe’s enemies. In time, he returned home to great acclaim and overthrew the chieftain – a task made easier by virtue of towering over him.

Guardian. Taurosu’s tribe dwells alongside humans and other races on an island chain. In exchange for occasional gifts to his people, Taurosu fends off raiders and sea-dwelling monsters, including other kaiju.

Gargantuan monstrosity, chaotic good

Armor Class 18 (natural armor)
Hit Points 346 (21d20 + 126)
Speed 80 ft.

22 (+6) 16 (+3) 22 (+6) 3 (-4) 18 (+4) 5 (-3)

Saving Throws Strength+11, Constitution+11, Intelligence+1
Skills Athletics +11, Intimidation +2, Perception +9, Survival +9
Damage Resistances acid, cold, fire, lightning, necrotic, thunder
Condition Immunities exhaustion, frightened
Senses darkvision 600 ft., passive Perception 19
Languages Giant, Abyssal (can’t speak)
Challenge 16 (15,000 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, 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.
  • Charge. If Taurosu moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Labyrinthine Recall. Taurosu can perfectly recall any path it has traveled.
  • Kaiju Bane. Taurosu gains advantage on attacks against creatures with the Colossal Creatures or Lesser Kaiju traits, and imposes disadvantage on those creatures’ attacks against it. When Taurosu hits those creatures with a melee weapon attack, it deals double damage.


  • Multiattack. Taurosu makes one gore attack and two slam attacks.
  • Gore. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
  • Slam. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Legendary Actions

Taurosu 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. Taurosu regains spent legendary actions at the start of its turn.

  • Slam. Taurosu makes one slam attack.
  • Detect. Taurosu makes a Wisdom (Perception) check.
  • Recover. Taurosu regains 50 hit points. Once it uses this ability, it cannot do so again until the end of its next turn.
Section 15: Copyright Notice

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