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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.
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