Colossal (long) plant (Intermediate Goddess, Good, Radiation)

Hit Dice: 67d8+944 (1245 hp)
Initiative: +3 (+4 Improved Initiative, -1 Dex)
Speed: 30ft, Burrow 30ft.
AC: +50 (+16 natural, +15 deflection, +18 divine (sacred), -1 Dex, -8 size), touch +34, flat-footed +50
Base Attack/Grapple: +50 / +86
Attacks: 2-8 Tendril slams +63 melee (3d6+20), 1-6 Mouth Tendrils +63 melee (3d6+10+acid) (see multiple vines below)
Full Attack: 2-8 Tendril slams +63 melee (3d6+20), 1-6 Mouth Tendrils +63 melee (3d6+10+acid), Bite +61 melee (5d8+30+acid)
Space/Reach: 90ft/ 600ft. (tendrils) or 20ft (bite)
Special Attacks: Multiple vines, breath weapon, piercing vines, improved grab, constrict, acid bite, swallow whole, demolition, earthquake, trample
Special Qualities: Divine qualities, plant, energy resistance (acid, cold, electricity, radiation, sonic) 50, fast healing 10, regeneration 10, tremorsense, tendril regeneration, incorporeal form, darkvision 400ft., SR 78
Saves: Fort +51, Ref + 23, Will +25
Abilities: Str 50, Dex 8, Con 38, Int 4, Wis 17, Cha 46
Skills: Intimidate +35, Listen +21, Spot +20, Survival +23
Feats: Ability focus (Breath weapon), Ability focus (Trample), Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tendril slams), Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Multiattack, Power Attack, Self-Sufficient, Toughness (x2), Track, Weapon Focus (Mouth tendrils), Weapon focus (tendril slam)
Climate/Terrain: Any Land
Organization: Solitary
Challenge Rating: 69
Treasure: None
Alignment: Always Neutral Good
Advancement: -
Domains: Acid*, Animal, Earth, Good, Plant
Holy Symbol: A red rose with a fanged mouth in its center

* New Domain

        The younger sister of the destroyer god Godzilla, Biollante shares little resemblance with her brother, both in form and in nature. Rather than being an animal, Biollante is massive hybrid of animal and plant, the animal component being her brother Godzilla, and her plant component belonging to a rose. Yet, her most unusual trait is that her soul once belonged to an elf maid. As such, she shares many qualities with both animal and plant, and the soul of an elf. Her body resembles that of a plant, with quite a few animal traits, and her actions show her old elf nature. So, while she is related to the King of Monsters, Biollante has very little in common with her brother.

        When Biollante chooses to take corporeal form, her form resembles a massive mound of vegetation. Near the summit of this mound, Biollante's massive, crocodilian head rests, its mouth lined with teeth longer than greatswords. Below her head a strange organ resembling an exposed humanoid brain lies beneath a tangle of vines. Biollante is always surrounded by dozens of flailing tendrils. Some of these tendrils are tipped with vicious looking mouths, while others merely taper of into a lance-like point. All of Biollante's mouths constantly seep an acidic sap that makes them look like they're drooling. Her massive body is roughly 200ft. long and 120ft. wide, and she weighs close to 200,000 metric tons.

        Biollante understands Elven and Terran, but lacks the verbal apparatus to speak them.

Combat:

Biollante is rarely in corporeal form, so there is little occasion for her to fight. When she does assume her physical form, her size, reach and raw power allow her to overcome her foes with deadly force. As the goddess of life and nature, Biollante often manifests when her protectorates, namely the animals and plants of the world, are threatened, usually by one of the other gods.

When engaging a foe in combat, Biollante prefers to first attempt to entangle her foes in her vines, then either strangle them or dissolve them with her acidic secretions. Should that fail, she will resort to her breath weapon, but only if the situation warrants it. If she can, she will use her swallow whole ability to quickly remove smaller opponents from combat, while using her piercing vines to dispatch larger foes. She makes liberal use of her power attack feat, along with greater cleave and awesome blow.

Biollante's natural attacks are considered epic and good weapons for the purpose of overcoming damage reduction.

        Multiple vines: Biollante can attack with 2-8 tendril slams and 1-6 mouthed tendrils as part a of a normal attack action. All of her tendrils use the same attack bonus, and can attack any creature within her reach.

        Biollante is not adversely affected by the loss of any of her tendrils, as she has a nearly endless supply at her disposal.

        Breath Weapon (Su): Once every 1d4 rounds, Biollante can breath a 300ft. line (10ft. wide and 10ft. tall) or 150ft. cone of radioactive, acid sap as a standard action. All creatures caught in either the cone or line take 10d6 points of acid damage and 5d6 points of radiation damage. Creatures caught in the attack can make a Reflex save (DC 60) for half damage.

        The tacky, acidic sap adheres to anything it strikes. All creatures that were caught in the breath weapon are drenched in the corrosive material, taking an additional 4d6 points of acid and 1d6 points of radiation damage for 1d6 rounds after Biollante uses her breath weapon. At least a gallon of alcohol and a full round action are required to clean a medium sized creature of the acid. The creature's possessions must make a fortitude save (DC 60), or be corroded within one round and rendered useless. Magic items receive their enchantment bonus on this save, while items of artifact level and higher are immune.

        Her mouthed tendrils also have a smaller version of her breath weapon. Once per round, one of her mouthed tendrils can breathe a 30ft. cone of acid, inflicting 4d6 points of acid damage and 1d4 points of radiation damage. This acid is not as strong or adhesive as her primary breath weapon, inflicting no additional damage on subsequent rounds.

        Piercing Vines (Ex): If Biollante lands a critical hit with her tendril slam attack against a huge or larger opponent, the tip of her vine pierces her foe's flesh, inflicting an additional 4d4 points of damage. In addition, when her she executes this attack, Biollante can use her improved grab attack as a free action, but gains a further +10 circumstantial bonus to her grapple check. If she gets a hold with this attack, her opponent continues to take 4d4 points of damage per round until they break the hold, in addition to constriction damage.

        Improved Grab (Ex): When Biollante hits with her tendril slam or mouthed tendrils, she deals normal damage and can start a grapple as a free action without provoking an attack of opportunity. If she gets a hold, she can automatically inflict constriction damage on her foe for each round she maintains the hold. Additionally, her successive attacks automatically receive a +20 circumstantial bonus to attack rolls, and any successive hits allow her to make additional grapple checks, with a +10 circumstantial bonus to each check per vine attached. Because Biollante has so many vines at her disposal, she is never considered grappled when using her vines.

        Additionally, if Biollante hits with her bite attack, she deals normal damage and can attempt to start a grapple as a free action. If she gets a hold, she grabs her opponent in her mouth. If she gets a hold, she can attempt to swallow the foe in the next round with another grapple check. Alternatively, she can elect to simply conduct the grapple normally, or she can simply use her mouth to hold the opponent (-20 penalty on her grapple checks, but Biollante is not considered grappled). In either case, each successful grapple check she makes automatically inflicts bite damage.

        Constrict (Ex): Each round Biollante makes a successful grapple check with her vines, she inflicts 2d8+20 points of bludgeoning damage. For each additional vine holding an opponent, increase the damage by +4. So, if three vines were holding an opponent, constriction damage would be 2d8+32.

        Swallow Whole (Ex): If Biollante begins a round with an opponent two size categories smaller than her held in her mouth, she can make a grapple check and attempt to swallow the opponent alive. Once inside Biollante, the creature take 4d6 points of acid damage, 3d6 points of crushing damage and 1d6 points of radiation damage per round, until they die or escape. A successful grapple check against Biollante allows the creature to climb up into her mouth, and a second check allows them to escape. Alternately, swallowed creatures can attempt to cut their way out with either claws or small or tiny slashing weapons. To cut free, the creature must inflict 100 points of damage to the interior of Biollante's gut (AC 36) to create a whole large enough for the creature to exit. Once a single swallowed creature exits, Biollante's rapid healing factor closes the hole; thus, another swallowed creature must cut its own way out. Biollante's gut can hold two huge, four large, eight medium, 16 small, 32 tiny or 64 diminutive creatures. Fine creatures usually dissolve so quickly that they don't count towards the space occupied.

        The body of a creature killed by Biollante's gut is destroyed, and can only be restored to life with a wish, miracle or true resurrection spell. All equipment carried by the character is also destroyed, except for artifacts.

        Acid Bite (Ex): When Biollante hits with her mouthed tendrils or bite attack, she inflicts an additional 2d8 points of acid damage. This additional damage is also inflicted when she makes a successful grapple check with either her mouthed tendrils or bite attack.

        Demolition (Ex): When Biollante strikes an object, she inflicts double damage and ignores hardness.

        Earthquake (Ex): When Biollante moves, her body generates massive earth tremors, causing severe damage to the local landscape and possibly destroying any nearby buildings. Everything within a 60ft. of Biollante when she moves is subject to the effects of an earthquake spell, save it is not a magical effect, can not be counter spelled and is un-affected by an anti-magic aura. Biollante is immune to the effects of the earthquake she creates. The earthquake lasts as long as Biollante moves, but only within 60ft. of her body. When she moves on, the quake ends, and the effects described under the spell take place.

        Biollante cannot suppress this ability.

        Trample (Ex): As a standard action during its turn each round, Biollante can run over opponents of Gargantuan or smaller size. She merely has to move over her opponent to do so.

        This attack deals 4d12+20 points of damage to all creatures caught under her body. Each round the creature remains under her, they take trample damage again. When first trampled, the creature can take an attack of opportunity against Biollante, but incur a -4 penalty. Alternatively, they can make a Reflex save (DC 70) for half damage. Creatures who make their save are pushed to the side, avoiding getting trapped under Biollante, and avoiding successive trample damage. Creatures who fail their reflex save, or who take attacks of opportunity, are considered pinned under Biollante. They cannot move, and continue to take trample damage each round until Biollante moves off of them. A successful grapple check against Biollante allows the creature to move their land speed per round in any direction they chose. Pinned creatures cannot attack.

        Regeneration (Ex): Biollante takes normal damage from fire and force attacks.

        Tremorsense (Ex): Biollante can automatically sense the location of any creature that is in contact with the ground with 300ft. of her body.

        Tendril Regeneration (Ex): Foes can attack Biollante's tendrils, but only when they are holding them, or as a readied action. A tentacle has AC 20 (Touch 12) and can withstand 30 points of damage. Tendrils do not share Biollante's energy resistances or damage reduction. The loss of her tentacles does not harm Biollante (that is, the damage does not count towards Biollante's hit point total). Due to her rapid healing factor, a lost tendril regrows so fast that the loss of one does not adversely affect her combat capacity.

        Incorporeal Form (Su): She can also assume or leave this form as a standard action once every 10 minutes. While in incorporeal form, Biollante is immune to all forms of damage, is undetectable by any form of magic and her regeneration and fast healing increase to 100 each.

        If reduced to -10 hit points, Biollante automatically assumes her incorporeal form as a free action, but must wait four days to reassume corporeal form.

Biollante's Worship and Worshipers

        Many creatures know Biollante as the Earth Goddess, for while her creation was in no way natural, she seems to have taken it upon herself to protect the natural world and all creatures who live in it. Despite her menacing appearance, Biollante is regarded as one of the most approachable of all the gods. Though few creatures know of her elven soul, she is not as frightening as the other gods to the common folk, and she rarely goes on destructive rampages like the "Godzilla brothers."

        Almost all creatures, even those of evil nature, which depend on the land to support them, pay at least some tribute to Biollante, whom they believe keeps the land fertile and animals abundant. While this may or may not be true, it does seem that those who say prayers to the Earth Goddess while they gather or hunt are blessed with some luck in finding what they are looking for, be it a rare herb or possibly the exact prey they were stalking.

        Pregnant mothers also are common among Biollante's informal worshipers. The goddess, due to her ability to seemingly be reborn over and over again makes her a perfect symbol for birth and life. Thus, pregnant mothers often pray to the goddess for a safe a healthy birth.

        Among Biollante's formal worshipers, it is not surprising to find a large number of farmers and herders are devoted to the Earth Goddess. Biollante also has a fair number of woodsmen as formal worshipers. Many midwives are also devoted to Biollante in her life and rebirth aspect as well.

        Good druids and rangers are also quite numerous among Biollante's worshipers, for they are the ultimate embodiment of harmony with the natural world and the desire to protect natural life. Biollante also has a large number of clerics and barbarians among her following, as well as bards and good fighters. Like the Battra priesthood, which they occasionally cooperate with, Biollante's followers are often involved in protecting the wilderness from harm. However, Biollante's clerics, and occasionally druids, are also involved in aiding farmers and herders who depend on animals and plants to survive, as well as teaching people to live in harmony with nature. While Battra's priests take a more violent approach to protecting the wild places, Biollante's followers seem more interested in teaching people to live in harmony with nature, but are still not averse to using violence when the situation warrants it.

        Not surprisingly, the race that most often reveres Biollante is the elves. Though only a minute few know about her origin, many elves feel a close kinship with the Earth Goddess, as well as comply with her belief in protecting the wild places from destruction and harm. Humans also are common among Biollante's worship, but their numbers fall pitifully short when compared to the number of elves in her following. Dwarves revere Biollante in large numbers as well, due to her nature as an earth goddess, though dwarven worship is less focused on her plant and animal nature, and more on the earth goddess aspect of her portfolio.

        Many good fey creatures are allied with Biollante's worshipers. Though these creatures do not formally worship the Earth Goddess, they are often found working with her followers to preserve the natural world. Dryads and satyrs are usually found working with Druid enclaves, while grigs and pixies have been known to accompany her rangers on particularly vital missions.

        Also among her allies are many intelligent plant monsters. Shambling mounds and treants can usually be seen protecting the sacred circles of the druids, or guarding the tree temples of her clerics. Many foliar creatures (see monsters section) also work with Biollante's followers. Her priests are also quite adept and taming and training dire animals.

        Biollante temples are often organic things constructed of still living trees reshaped with magic. Not only are they constructed of still living plants, but they are also decorated and protected by them. Flowers and glowing leaves adorn the temple interiors, while treants and dire animals slumber outside. Not surprisingly, Biollante's temples are found in wild places. In farming communities, there is usually a simple shrine dedicated to the goddess, constructed of natural plant material, and often adorned with flowers and fruit, all of it grown by the communities. When the flowers and fruit remains healthy looking for a long time, it is viewed as a sign the goddess's favor is upon the village.

        Biollante's priesthood has strong ties with the followers of the Triad, particularly those who follow Battra. There is little contact between Gamera and Biollante's priesthoods, for they are too different in nature to have much mingling.

        Like the gods they serve, Biollante and Godzilla's followers rarely if ever see eye to eye. Open conflict between the two sects is regular, and often quite dramatic in scale. Such conflicts often are left un-resolved; usually both sides take so many casualties they both are forced to retreat. Biollante has little to do with Kiryu or his followers, because she rarely threatens civilized areas. While Biollante's priesthood respects Rodan's followers for their desire to preserve freedom and chaos, they almost never cooperate on any ventures, again due to the completely different values they hold.

        Among the evil gods and their followers, Biollante and her following often come into conflict with Desghidorah, Destoroyah, Legion and SpaceGodzilla. Both Desghidorah and Destoroyah and their followers both cause considerable damage to the natural world, which Biollante's priests are sworn to protect. The conflict with Legion comes not from her destruction of the natural world, but her enslavement of it. Biollante's followers find Legion and her practice of corrupting natural creatures into serving the swarm particularly abhorrent, and often seek out and destroy any nests of Legion creatures they can find. Conflicts with SpaceGodzilla are often attributed to sibling rivalry, and conflicts with SpaceGodzilla, Biollante and Godzilla worshipers are common when they collide with each other. While Biollante's followers dislike the other evil gods and their worshipers, they rarely are given cause to seek out and destroy them, so conflicts are few and far between.