Gargantuan ooze, chaotic evil
Armor Class 21 (magical force)
Hit Points 627 (38d20 + 228)
Speed 0 ft., fly 150 ft. (hover)
|26 (+8)||22 (+6)||22 (+6)||12 (+1)||14 (+2)||22 (+6)|
Saving Throws Dexterity +14, Wisdom +10
Skills Perception +10
Damage Resistances cold, necrotic, thunder, slashing
Damage Immunities acid, bludgeoning, fire, lightning, piercing, poison
Condition Immunities charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 300 ft., passive Perception 20
Languages telepathy 120 ft.
Challenge 28 (120,000 XP)
- 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.
- Foresight. That Which the Stars Rejected is under the effect of a permanent foresight spell that cannot be dispelled.
- Legendary Resistance (3/Day). If That Which the Stars Rejected fails a saving throw, it can choose to succeed instead.
- Magic Weapons. That Which the Stars Rejected’s weapon attacks are magical.
- Magnetic Pulse. As a bonus action, That Which the Stars Rejected forces all creatures within 300 feet that are metallic, wearing metal armor, or wielding metal weapons to succeed on a DC 22 Strength saving throw or be pulled 30 feet toward the center of the space occupied by That Which the Stars Rejected, and be unable to move away from it until the beginning of That Which the Stars Rejected’s next turn. Creatures wielding metal weapons can choose to be disarmed rather than being pulled; if they do so, the weapon is pulled 60 feet closer to That Which the Stars Rejected. A creature that is pulled into a space occupied by That Which the Stars Rejected is subject to its Engulf and has disadvantage on its saving throw.
- Spawn. If That Which the Stars Rejected takes more than 50 points of damage from a single slashing attack, a piece of it falls off. At the beginning of its next turn, the piece congeals into a black pudding. This black pudding has three times the normal number of hit points and shares the Magnetic Pulse trait. That Which the Stars Rejected has no direct control over its spawn, but they tend to stay near it and do not attack it.
- Starflight. That Which the Stars Rejected can survive the void of outer space and travel at incredible speed. Travel within a solar system takes 3d20 hours, and travel between solar systems takes 3d20 days as long as That Which the Stars Rejected knows the way to its destination. Creatures that it has engulfed are protected from the void of outer space.
- Multiattack. That Which the Stars Rejected makes five plasma ray attacks. No more than two rays can target a single creature.
- Engulf. That Which the Stars Rejected enters the space of a Huge or smaller creature. The creature must make a DC 22 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of That Which the Stars Rejected. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, That Which the Stars Rejected enters the creature’s space, and the creature takes 70 (20d6) fire damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 70 (20d6) fire damage and 70 (20d6) lightning damage at the start of each of That Which the Stars Rejected’s turns. When it moves, engulfed creatures move with it. An engulfed creature can try to escape by taking an action to make a DC 22 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of That Which the Stars Rejected.
- Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 42 (8d8 + 8) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) lightning damage.
- Plasma Ray. Ranged Weapon Attack: +14 to hit, range 300 ft., one target. Hit: 35 (10d6) fire damage and 35 (10d6) lightning damage on a success, or half as much damage on a failure.
That Which the Stars Rejected 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. That Which the Stars Rejected regains spent legendary actions at the start of its turn.
- Fearsome Display. All enemies that can see That Which the Stars Rejected must succeed on a DC 22 Charisma saving throw or become frightened until the end of their next turn.
- Plasma Ray. That Which the Stars Rejected makes one Plasma Ray attack.
- Recover. That Which the Stars Rejected regains 100 hit points. Once it uses this legendary action, it can’t do so again until the end of its next turn.
That Which the Stars Rejected is a horror from outside – not just outside this world, but outside the barriers of the Real and what can be known. It is in open conflict with the fundamental reality that the mortal mind perceives, but its will is strong enough to sustain it against all the natural laws that would extinguish it.
Locus of Distortion. That Which the Stars Rejected warps space and time in its vicinity, granting it flashes of foresight and twisting attacks away from striking it. It distorts magnetic forces through willpower alone, wrenching weapons from their wielders’ hands and controlling the movement of those clad in metal armor.
Transformation of Reality. That Which the Stars Rejected does not seek service or worship of mortals, but it makes its existence known to them. Those who successfully incorporate it into their understanding of reality are the ones it is most likely to consume, while those who struggle and go mad are spared. A mortal’s cognitive dissonance reduces the existential strain upon Yhat Which the Stars Rejected.
Kaiju Codex. © copyright 2015 Steven D. Russell; Authors Elaine Betts and Justin P. Sluder