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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.
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