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Colossal Construct (Lesser god, Lawful)

Hit Dice: 70d10+313 (1013 hp)
Initiative: +5 (+1 Dex, +4 improved initiative)
Speed: 20ft (4 squares), Fly (poor) 35ft (7 squares)
AC: 73 (+25 natural, +30 deflection, +15 divine, +1 Dex, -8 Size), Touch +48, Flat-footed +72
Base Attack/Grapple: +52 / +92
Attack: Dragon cutter +66 melee (4d8+20+3d6 electrical/16-20)
Full Attack: Dragon cutter +66 melee (4d8+20+3d6 electrical/16-20), Slam + 63 melee (3d6+10), Bite +63 melee (4d6+10/18-20)
Space/Reach: 30ft. / 35ft
Special Attacks: Breath weapon, dragon cutter, missiles, ray attack, Zero Cannon, trample, megalith assault
Special Qualities: Divine qualities, energy resistance (Acid, Cold, Radiation, Sonic) 50, adamantine body, divine construct, immunity to magic, limited energy
Saves: Fort +39, Ref +40, Will +41
Abilities: Str 50, Dex 13, Con -, Int 4, Wis 14, Cha 46
Skills: Intimidate +36, Listen +20, Spot +21, Survival +20
Feats: Ability Focus (Arctic cannon, breath weapon), Awesome Blow, Cleave, Great Cleave, Great Fortitude, Hover, Improved Bull Rush, Improved Critical (Dragon cutter), Improved Grapple, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Point Blank Shot, Precise Shot, Snatch, Stunning Fist, Two Weapon Defense, Weapon Focus (Dragon cutter, missiles, ray attack)
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 72
Treasure: None
Alignment: Always Lawful Neutral
Domains: Knowledge, Law, Machine*, Protection, War
Holy Symbol: A shield with an image of Kiryu emblazoned across it.

* New Domain

        The only non-living god, Kiryu stands apart from the other gods in many other ways. He and his followers are devoted to the spread of technology and science throughout the world, where as most of the other gods seem to be devoted to slowing or destroying such things. Also, while the other gods are concerned with expanding their flocks, Kiryu is a patient deity, and instead waits for others to come to him. Indeed, he is an enigma among the gods.

        Kiryu is a massive metal construct, measuring over 160ft long, and about 80ft. wide. His body shares the same stance as that of Godzilla, being bipedal, with a reptilian head and a long tail. However, while Godzilla is flesh and blood, Kiryu is shining metal. On his back there is a massive array, which houses a series of missile pods, the most noticeable of which are the two that extend over his shoulders. On his right arm, Kiryu has a long metallic blade, called Dragon Cutter, which he wields with deadly expertise, and he also has two energy cannons integrated into the back of his limbs. Housed inside his mouth are twin maser cannons, which give him an effective breath weapon. Kiryu's most potent weapon is housed in his torso. Called the Zero cannon, this weapon is rarely used, as is depletes his energy reserves very rapidly. Kiryu weighs an impressive 40,000 tons.

        Those who worship Kiryu can chose from the following domains: Knowledge, Law, Machine, Protection and War. Kiryu's favored weapon is the longsword.

        Kiryu understands Draconic and Common, but lacks the verbal apparatus to speak.

Combat:

Despite his impressive arsenal of ranged weapons, Kiryu enjoys close combat greatly, and is more inclined to engage his enemies in melee. However, he understands the need for prudence in combat, and will often soften his enemies up first at a range before engaging them with Dragon Cutter and fists. Kiryu is also fond of using his grappling feats to throw his opponents around and crush them in his arms. On any round he doesn't make a full attack action, he will use his free arm to block using his Two Weapon Defense feat. If hard pressed, Kiryu will use his Megalith Assault attack, though he prefers not to, as it consumes an incredible amount of energy.

All of Kiryu's weapons are considered adamantine, epic, and lawful for purposes of overcoming damage reduction.

        Breath weapon (Su): Once every 1d4 rounds, Kiryu can fire a bolt of energy from the maser cannons in his mouth as a standard action. This attack fills a line 300ft long and 10ft in diameter. All creatures caught in the beam take 15d6 points of electrical damage. A successful Reflex save (DC 65) reduces the damage to half. This save is Charisma based.

        Using this attack consumes one round from Kiryu's active time.

        Dragon Cutter (Su): Kiryu's Dragon Cutter blade is more than a mere sword. This blade conducts electricity when Kiryu strikes through the blade, dealing an additional 3d6 points of electrical damage with each strike. Additionally, Dragon Cutter is a Bane weapon keyed to Dragons and Magical Beasts (not calculated above). Finally, because it is made of adamantine, Dragon Cutter ignores object hardness when used to sunder or to strike objects with a hardness less than 20.

        Dragon Cutter consumes no activity time for Kiryu.

        Missiles (Su): Once every 1d2 rounds, Kiryu can launch either 2d6 concussion missiles from his shoulder launchers, or 1d8 heat seeking missiles from the sides of the missiles pods. Concussion missiles travel for up to 300ft in a straight line, while heat seekers can travel for a total distance of 400ft.

        Concussion missiles require a ranged touch attack to hit a specific target, and explode in a 70ft. burst. All creatures caught in the burst take 5d6 points of fire damage and 4d6 points of bludgeoning/slashing damage. Creatures can make a reflex save (DC 63) for half damage. A creature hit directly with the attack does not receive a Reflex save. Damage from multiple bursts overlapping stacks. All concussion missiles must be directed within a 90o arc of Kiryu's front.

        Heat seeking missiles automatically strike one creature that Kiryu can see within their maximum range. The missile deals 3d6 points of fire damage and 2d6 points of bludgeoning/slashing damage to all creatures within a 30ft. burst. Like above, creatures can make a Reflex save (DC 63) to take half damage. The creature hit directly does not receive this save, and damage from multiple overlapping bursts stacks.

        Both save DCs are Charisma based.

        Using this attack consumes 1 round's worth of active time.

        Ray Attack (Su): Once every 1d2 rounds, Kiryu can fire an energy beam from the launchers on the back of one arm as a standard action, or both arms as a full attack action. To hit an enemy, Kiryu must make a ranged touch attack. If he hits, the beam inflicts 9d6 points of damage. This damage has no specific type. If Kiryu directs both beams at a single enemy, the damage from both beams stack. These attacks must be directed at enemies within an 180o arc from Kiryu's front, and have a range of 400ft.

        Using a total of 4 beams consumes 1 round's worth of activity time.

        Zero Cannon (Su): Once every 2d4 rounds as a standard action, Kiryu can fire a beam of cryogenically charged particles in a beam from the front of his torso. The beam fills an area 200ft. long by 30ft wide. All creatures caught in the beam take 18d8 points of cold damage. A successful reflex save (DC 65) reduces the damage to half. On a failed save, the victim must make a second save, this time Fortitude (DC 65), or be frozen in a layer of ice. While trapped in this ice layer, the creature is considered entangled and is incapable of taking any actions other than trying to break free, or purely mental actions, such as using psionics. The creature also automatically fails all Reflex saves. To break free, the creature must make four opposed strength checks against a strength score of 50. Dealing 300 points of physical or fire damage to the ice also shatters it.

        Additionally, each round the creature is caught in the ice, it takes 3d6 points of cold damage and risks drowning (see page 304 of the DMG).

        Using this attack consumes 1 hour's worth of activity time (3600 rounds).

        Trample (Ex): As a standard action during its turn each round, Kiryu can run over an opponent of Gargantuan size or smaller. Kiryu merely has to move over the opponent.

        The trample deals 4d12+10 points of damage. Trampled opponents can attempt to make an attack of opportunity, but these incur a - 4 penalty. If the opponent does not make an attack of opportunity, she can attempt to make a Reflex save (DC 65) for half damage. The DC is strength based.

        Using this attack consumes no active time.

        Megalith Assault (Su): Once every 1d4 rounds as a full round action, Kiryu can make the following attacks simultaneously: use his breath weapon twice, launch 24 concussion missiles, 16 heat seeking missiles, fire his ray attack 8 times and use his Zero Cannon once. All of these attacks conform to the normal versions of the attacks described above. After using this attack, Kiryu is stunned for 1 round as his system's cool down.

        Using this attack consumes two hours worth of active time (7200 rounds).

        Adamantine Body (Ex): Kiryu's entire body is constructed from adamantine. This gives him an additional damage reduction of 5/-, and makes all of his physical attacks ignore hardness less than 20 when he strikes objects. Because of the durable nature of adamantine, Kiryu also receives 233 bonus hit points (already factored in above) in addition to the normal bonus hp for a colossal construct.

        Divine Construct: In addition to the normal construct traits (pg. 307 of the MM), Kiryu is immune to all effects that attack metal, including rust monster attacks. In addition, because of his divine spirit, Kiryu has maximum hit points per hit dice and all of his saves are good saves. If Kiryu is reduced to 0 hit points, he returns to life if he is brought above 1 hit point, usually by fire magic. He can also regain hit points by being repaired like a normal construct.

        Immunity to Magic (Ex): Kiryu is immune to all spell and spell-like abilities that allow for spell resistance. Certain spells and effect have a different effect than usual on him.

        Any electrical attack that targets Kiryu does no damage to him. Instead, for every dice of damage that the electrical attack would have dealt, Kiryu regains 1 minute's worth of activity time (60 rounds).

        Whenever Kiryu is targeted by a fire-based attack, he takes no damage and regains 1 hit point for every dice of damage that he would normally suffer.

        A Make Whole spell affects Kiryu like a simultaneous Heal and Regenerate spell.

        Limited Energy (Ex): While Kiryu's divine magic is virtually limitless; his physical form is not so fortunate to be blessed with a continuous well of power. As such, he can only function for short periods of time, and using his special attacks reduces the duration of his active cycle.

        On average, Kiryu can only be active for 3d4 hours at a time (1 hour = 3600 rounds). Each round that he is active, Kiryu consumes one round's worth of energy. When he uses a special attack, he loses the energy described under the special attack in addition to the energy he loses for just being active for the round. Once his active time has elapsed, he must remain inactive for 3 hours to sufficiently recharge himself. While inactive, he is completely helpless. However, his magical immunities, energy resistance and damage reduction still make him difficult to injure during this time.

Kiryu's Worship and Worshipers

        Kiryu is known as the Machine King, as his very nature is based on technology and the proliferation of the same. Though he is extremely powerful, he is also one of the least worshiped of all the gods. This stems from the fact that most of the world's intelligent races don't trust technology or science, instead preferring magic. As such, Kiryu is only a lesser god in status, even though he could battle most of the greater gods on equal terms.

        The only place that Kiryu's worship is actively practiced in the open is in the city state of Technali. In this isolated city-state, magic and science merge together and form the foundations of one of the most productive societies in the entire world. The city-state, however, is not well trusted by its neighbors. First and foremost, Technali is a highly conservative theocratic state, where the government is rigidly lawful and cold when it comes to the running of all of its functions, as dictated by the edicts of the Kiryu doctrine. The rare visitor who goes to Technali is often astounded by the banal and sterile nature of the city. Buildings are constructed of shining steel, and the sound of machinery running is everywhere. Constructs walk the ramparts ready to attack invaders, and cyberneticly enhanced soldiers patrol for lawbreakers. For those not accustomed to the sight of technology, Technali is a frightening and confusing place. For those who grew up in there, it is the only civilized place in the world.

        Kiryu's worship is all but unknown anywhere else. As mentioned above, Kiryu is greatly feared everywhere but Technali. The only time anyone not from Technali invokes his name is during the creation of constructs. Despite their fear, it is believed that without Kiryu's blessing, the construct will not function properly. There seems to be some truth to these myths, as constructs created without invoking Kiryu's name tend to go berserk more often than those who were.

        As Kiryu is attributed to metal, many smiths learn Technali forge chants to call upon the Machine King's blessing when forging metallic objects. These smiths form the only non-Technali faction of Kiryu's worshipers. Many smiths in the lands of other gods pay lip service to the dominant god of the land, but in truth revere Kiryu. Unlike the highly regimented followers of Technali, Kiryu's smith worshipers are often isolated individuals who follow the edicts of the Machine King in their own individual way. This practice is done in secret, for while Kiryu is accepted in Technali, he is feared greatly elsewhere, and the last thing a smith wants is to have his neighbors fear him for worshiping such a dread god.

        Among the races that worship him, Kiryu's flock is almost exclusively human. Because Technali's population is almost completely human, and Kiryu's worship is found almost nowhere else in the world, humans make up nearly 98% of all the Machine King's worshipers. The only other race that has even a sizable population of Kiryu's worshipers is the dwarves, because among the common races, they are the only ones who are as orderly and potentially ridged as Kiryu's doctrines demand. Dwarves that worship the Machine King are often smiths, and are usually the best at what they do. In fact, Technali's most sizable non-human population is dwarven. In non-Technali dwarven communities, it is not uncommon for at least one in ten dwarves to worship Kiryu, though like the other common races, this worship must be done in secret.

        Kiryu is a god of protection, not tyranny, and his doctrine requires that the strong protect the weak, and that all people live in harmony under the law. This creates an interesting quality in his worshipers. Kiryu seems to refuse to grant his blessings to those with evil hearts. So, even though he is lawful neutral in nature, his worshipers can be any non-evil, non-chaotic alignment, though most fall into the lawful neutral category. Kiryu's followers, while they abhor the idea of conquest, are not adverse to the ideal of liberation. The Machine King's worshipers are among the first to strike out against a tyrant who harms his people, and are among the most fervent enemies of the nations of the evil gods.

Kiryu has a strained relationship with almost every other god. Among the good gods, Kiryu battles Battra and Biollante the most often, for he represents technology, and they represent nature. Mothra seems content to leave Kiryu alone, as the two rarely have reason to fight, though their relationship is far from a warm one, and the young Leo also seems to leave well enough alone. Gamera is probably the only god that has even a reasonably close relationship with Kiryu. Because both Kiryu and Gamera are devoted to the protection of life, they share a common interest. Though their relationship isn't warm, they don't actively dislike each other.

        Both Godzilla and Rodan vehemently dislike Kiryu. Godzilla dislikes Kiryu because he seems to dislike everything man made, and the fact that Kiryu bears a slight resemblance to himself. Rodan seems to dislike Kiryu because of Kiryu's lawful nature. As an embodiment of chaos, Rodan and Kiryu can't help but fight. Still, given Kiryu's considerable battle power, such conflicts are extremely rare.

        Kiryu by his very nature is an enemy of every evil god, though he bears a particular animosity towards Legion and SpaceGodzilla. His dislike of SpaceGodzilla is understandable, as the Cosmic Titan is en engine of pure destruction and hate, while Kiryu believes in order and muted emotions. Though the two have battled on occasion, Kiryu was almost inevitably the victor, due simply to the fact that his combat power exceeds that of even SpaceGodzilla. Kiryu's enmity towards Legion stems from one of principle. Kiryu believes in order, and so does Legion, but where Kiryu is interested in protecting people and letting them prosper under the protection of the law, Legion is interested in enslaving all life and integrating it into her massive hives. Because Kiryu detests tyrants above all else, he and Legion are deadly rivals. Though the animosity between the two hasn't led to open war yet, it is believed by both sides that a conflict will be inevitable. For Kiryu's part, he knows he won't be the first one to throw down the gauntlet in the battle, but he will be the one to finish it.