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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.