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Colossal (wide) Magical Beast (Greater Goddess, Chaotic, Good)
| Hit Dice: |
57d10+741 (1054 hp) |
| Initiative: |
+15 (Dex) |
| Speed: |
5ft (1 square), fly130ft (average) (26 squares) |
| AC: |
+53 (+20 natural, +10 divine (sacred), +6 Deflection,
+15 Dex, -8 size), touch +33, flat-footed +38 |
| Base Attack/Grapple: |
+57 / +70 |
| Attacks: |
Claw +54 melee (4d8+5) or slam +54 melee (6d6+7) |
| Full Attack: |
2 claws +54 melee (4d8+5) or slam +54 melee (6d6+7) |
| Space/Reach: |
60ft / 30ft |
| Special Attacks: |
Bane of the Unnatural, Prism beams, Frightful
presence, Windstorm, Spells |
| Special Qualities: |
Divine Qualities, Darkvision 120ft, Energy Resistance
50 (electricity, fire, force, radiation, sonic), True Sight,
Find disruption, No breath, SR 78 |
| Saves: |
Fort +45, Ref +45, Will +25 |
| Abilities: |
Str 20, Dex 40, Con 36, Int 10, Wis
20, Cha 45 |
| Skills: |
Bluff+41, Concentration +37, Intimidate +41, Listen
+28, Spot +28 |
| Feats: |
Ability Focus (Bane of the Unnatural), Blind Fight,
Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great
Fortitude, Hover, Improved Bull Rush, Improved Precise Shot,
Iron Will, Mobility, Point Blank Shot, Power Attack, Precise
Shot, Rapid Shot, Snatch, Weapon Focus (Prism Beams), Wingover |
| Climate/Terrain: |
Any Land |
| Organization: |
Solitary |
| Challenge Rating: |
59 |
| Treasure: |
None |
| Alignment: |
Chaotic Good |
| Advancement: |
- |
| Domains: |
Chaos, Good, Protection, Retribution*,
War |
| Holy Symbol: |
Black Stylized Circle |
* New Domain
The
maverick younger sister of Mothra, Battra is brooding goddess, who
considers the sanctity of the natural world to be paramount over
all else. Originally created by the world itself as an answer to
the impudence of mortals who dared to try and control nature, Battra's
original purpose was as a cleansing blade to cut away the corruption
of mortals who dared to tamper with things beyond their ken. Eventually,
she encountered her goodly twin, Mothra, and fought the Great Protector
in a battle that caused the very earth to nearly crack open. In
the aftermath of the battle, Battra came to realize that both her
and Mothra were born with a similar purpose. Casing aside her former
hatred, Battra allied herself with her once archrival and now sits
on one of the corners of the Triad. Despite this, Battra is still
more oriented towards the protection of nature than she is towards
the protection of people, though the influence of her sister has
toned down her more belligerent tendencies.
Battra
resembles a colossal, jaggedly armored butterfly. Her body is covered
in a thick, black exoskeleton, and her wings are covered in a dizzying
pattern of bold, primary colors. Her head is also jaggedly armored,
and her eyes occasionally glow with what seems like barely contained
hate. Despite the fact that Battra is a good goddess, she is highly
aggressive and terrifying to the eyes. Battra has an 110ft long
body, and a 290ft wingspan. She weighs close to 30,000 tons.
Battra
can speak Mothra, a special language of chirps, whistles and shrieks
shared between her, her sister and nephew. She understands Celestial,
Draconic and Abyssal, but lacks the verbal apparatus to speak them.
Combat:
Battra is much more aggressive in combat than her
sister Mothra. While she prefers to stay in her lair in quiet meditation,
Battra is the most likely member of the Triad to be active. Because
she is more concerned with the preservation of the natural world
than of intelligent life, she is often compared to the destruction
gods for sheer amount of damage that she does to civilized areas.
However, unlike the evil destruction gods, Battra seems content
to leave communities that don't deal a lot of damage to the natural
world alone. Yet, as ghastly as the damage she causes is, scholars
who have read about her former fury claim that compared to the damage
she used to inflict upon intelligent life, her periodic attacks
are almost a blessing.
Against enemy Kaiju, Battra prefers to use her prism
beams from a distance, using her flyby attack feat to strafe her
opponent while using her other feats to avoid attacks of opportunity.
Against smaller opponents, she still prefers to use her prism beams
over physical attacks, though she has been known to use her windstorm
power to blast opponents over cliffs or into walls. Because she
is fairly intelligent, Battra often utilizes basic tactics in combat.
Because of her nature as a destroyer of the unnatural, Battra will
attack aberrations, constructs, outsiders and undead in preference
to other foes, but only if doing so does not put her in harms way.
Battra's natural attacks are considered chaotic, epic
and good weapons for the purposes of overcoming damage reduction.
Bane
of the Unnatural (Su): As a goddess of the natural world devoted
to the destruction of all things unnatural, Battra has a special
gift for destroying creatures not of this world, or that have been
changed by unnatural forces. All of Battra's attacks are considered
Bane weapons linked to aberrations, constructs, outsiders
and undead. Additionally, such creatures that are struck with her
prism beams, they must make a Fortitude save (DC 57) or suffer the
effects of a destruction spell, regardless of whether or
not they can normally be affected by that spell. Spell resistance
does not apply to this attack. The save is Charisma based.
Prism
beams (Su): Once every 1d4 rounds, as a standard action, Battra
can fire a purple/yellow stream of light from her eyes. This attack
functions as a ray attack, requiring Battra to hit with a ranged
touch attack. If the beams hit, they inflict 15d8 points of force
damage. Battra applies any of her Point Blank Shot and derivative
feats, such as Rapid Shot, to this attack.
Frightful
presence (Su): As the goddess of retribution, Battra is constantly
surrounded by an aura of fear. Any creature of less than god status
who comes within 200ft of Battra must make a Will save (DC 55) or
suffer the effects of a Fear spell for 1d3 hours. Battra
can voluntarily suppress and resume this power as a free action.
Creatures who make their saves are immune to Battra's frightful
presence for 1 day. This is a mind-affecting fear effect. This save
is Charisma based.
Aberrations,
constructs, outsiders and undead which are normally immune to fear
effects must still make this saving throw, and are affected fully
by this power.
Windstorm
(Ex): As a standard action, Battra can create a powerful blast
of wind by flapping her wings. This blast creates a 200-foot cone
of hurricane force winds. All flames within this region are extinguished.
Ranged attacks are impossible to make while the windstorm is in
effect (except for siege weapons or kaiju ranged attacks, which
suffer a -8 penalty to attack). Listen checks within the area are
impossible. Creatures of mediums-size or smaller on the ground are
knocked prone and roll 1d4x10 feet, sustaining 1d4 points of subdual
damage per 10ft. Flying creatures of Medium-size or smaller are
blown back 2d6x10 feet and sustain 2d6 points of subdual damage.
Creatures of large size on the ground are knocked prone. Flying
creatures of Large size are blown back 1d6x10 feet. Flying creatures
of Huge size are blown back 1d6x5 feet.
Spells:
Battra can cast spells as a 20th level Druid, and can memorize her
domain spells as Druid spells. Battra casts her spells as spell-like
abilities, and thus does not need components.
Typical
Druid Spells Prepared:(6/7/6/6/6/6/4/4/4/4; DC 14 + spell level):
0-level - Detect Poison, Guidance (x2), Know Direction, Purify
Food and Drink, Resistance; 1st - Calm Animals, Faerie Fire,
Goodberry, Protection from Evil, Sanctuary, Shield of Faith, Speak
with Animals; 2nd - Cat's Grace, Chill Metal, Hold Person,
Lesser Restoration, Shatter, Spiritual Weapon; 3rd - Call
Lightning, Contagion, Plant Growth, Poison, Spike Growth, Wind Wall;
4th - Command Plants, Flame Strike, Freedom of Movement,
Holy Smite, Ice Storm, Rusting Grasp; 5th - Atonement, Baleful
Polymorph, Insect Plague, Transmute Rock to Mud, Wall of Fire, Wall
of Thorns; 6th - Antimagic Field, Fire Seeds (x2), Omega
Curse; 7th - Control Weather, Heal, Holy Word, Sunbeam; 8th
- Earthquake, Holy Aura, Reverse Gravity, Whirlwind; 9th
- Elemental Swarm, Foresight, Imprisonment, Shambler
True
Sight (Su): Battra has constant True Seeing, as per the
spell cast by a 20th-level sorcerer. She can suppress and resume
this power as a free action.
Sense
Disruption (Su): As a goddess of balance and the natural world,
Battra has the special power to detect when intelligent life is
affecting the world in ways that it is not meant to be. In essence,
Battra continuously Detects Magic in a six hundred mile radius
around her as though she were concentrating for three rounds. In
addition, she continuously Detects Undead, Life, Constructs
and Outsiders as per the spell Detect Undead, save
it can distinguish between undead creatures, artificial creatures,
living creatures, and extra-dimensional creatures as though she
had been concentrating for three rounds, also within a six-hundred
mile radius. While she normally ignores such presences, she will
often investigate any aura that is particularly strong. This power
functions continuously, and can be activate and suppress this power
as a free action.
Because
this power detects the ebb and flow of the natural world, an anti-magic
aura does not block it.
No
Breath (Ex): Battra does not need to breath, and is immune to
gas based attacks that require a fortitude saving throw. She can
also exist in an airless environment, such as outer space, with
no penalty.
Battra's Worship and Worshipers
Battra
is not often worshiped among "civilized" people. Her fondness for
destroying cities that have grown to fast and dealt too much damage
to the wilds has made many city-dwellers afraid of her. While the
fear is not completely un-justified, Battra does not go out of her
way to demolish "civilized" places like she did in the old days.
Her occasional forays to destroy cities and their inhabitants seem
to serve more as a reminder that humanoid life must always remain
respectful of nature, and that if they abuse the wild places, they
will receive a harsh reminder that they are merely tenants, not
owners, on the face of the world.
Battra's
informal worshipers are often woodsmen, fishermen or anyone else
who earns their living in the wild places. Such men and women often
whisper prayers to the goddess as they work, asking her for permission
to harvest the bounty of nature so that they may feed themselves
and their families. So long as they don't take too much, Battra
seems content to allow them to take what they need from her wildernesses.
Another
group that is often found worshiping the Dark Guardian are vigilantes.
These men and women often pray for the goddess's blessing in their
ventures for just revenge on those who they believe prey on the
innocent. Because Battra is a goddess of retribution, she seems
to favor these men and women. Often, such justice seekers can find
aid with Battra's priests and other worshipers.
Her
formal worshipers are an unusual lot. Composed largely of druids
and chaotically good rangers, but also containing a fair number
of clerics, as well as some maverick fighters, Battra's formal worshipers
perform their work in the name of the Dark Guardian. Most are wardens
of the natural places, while some are avengers of defiled wildernesses.
Like the goddess herself, these worshipers are typically somber
in mood, seeming to constantly be brooding about something. These
worshipers typically seek just vengeance against those who have
defiled the natural world. Many an ambitious lumber baron has found
himself skewered on the arrow tips of the Battra priests.
Among
the humanoid races, elves are the most likely to be found worshiping
the Dark Guardian. Due to their similar beliefs about nature and
the preservation of the wild places, Battra has an enormous following
of elves. While she also draws worship from a fair number of humans
and half-orcs, the bulk of her followers come from elf communities.
Like
her sister, Battra also has a large following among the elias. Those
elias who follow the Dark Guardian tend to be more somber than their
fellows, but are still very much elias, in that they enjoy song,
dance and nature. However, their songs tend to be graver, their
dances tend to be less joyous, and their love of nature often turns
violent when they witness humanoids damaging the wild places that
they love so much. While most of the elias find the Battra worshipers
quite difficult to relate to, they still accept them, for they follow
one of the members of the great Triad, and are thus given the respect
they deserve. Like most of Battra's other followers, they tend to
be distant, even from their own people.
Battra
temples tend to be much more banal than those of her sister. Battra
temples are often constructed of still living trees, woven together
through magic so they do not need to give their lives in the name
of the goddess. These temples are often found in deep forests, near
rural communities and, occasionally, near large cities, where the
clerics can keep an eye on the inhabitants. These living temples
are often decorated with foxfire and glowing lichens, arranged in
images of the Dark Guardian. Often times, the only other illumination
within the temple is a few tiny candles.
Battra
followers, unsurprisingly, prefer earth tones, along with black,
when it comes to clothing colors. Because following the goddess
seems to mandate an individual be very practical, clothing is often
bare of decoration, though kept in good condition. Many of her followers
have tattoos, one of which is almost always Battra's holy symbol.
Most commonly, the emblem of the Dark Guardian is blazoned across
the back of the worshiper. Some go so far as to have their entire
bodies tattooed with passages from the holy scriptures of the goddess.
Almost all of her worshipers carry composite shortbows, and the
most powerful of her worshipers often have them enchanted.
Battra's
relationship with the other religions is tenuous at best. While
she likes her sister Mothra, she often finds it difficult to deal
with her reckless nephew Leo. Battra and Biollante have a seemingly
good relationship with each other. There is some tension between
Battra's and Gamera's worshipers, who often have opposing goals.
Where Battra sees no reason not to tear down things that have gotten
out of hand with the humanoids, Gamera seems intent on protecting
them, so long as they don't actually threaten the existence of the
planet.
Battra
and Godzilla seem to have an old grudge against each other. Battra
also comes into conflict quite regularly with Kiryu, who is devoted
to the protection of cities and their inhabitants, and the spread
of technology, particularly machines, which Battra finds repugnant.
Battra cares little for Rodan, who she sees as being little threat
to the natural world.
Battra,
like her sister, often runs into conflict with the evil gods, particularly
those of destruction. Most often, the gods Dagahra, Desghidorah
and Legion all often end up on the receiving end of Battra's rage,
for they despoil the wild places and corrupt all around them. On
the occasions when the gods themselves collide, Battra often gains
the upper hand in such conflicts, due to her higher intelligence
and the fact that she has the support of her sister and nephew.
For the most part, Battra cares little for the intrigues of Iris,
or the cruelty of King Ghidorah or SpaceGodzilla. Battra seem content
to ignore these gods, as their plans rarely, if ever, come into
conflict with her goals of preserving the sanctity of the wilds.
Even so, she will battle them if called upon by her sister or nephew.
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