Movie List
Monster Bios
Aliens & SDF
Staff of Toho
Actors
DVDs
Soundtracks
Video Games
Books
Comic Books
Toys
Animation
Television
Box Office
Pictures
Concept Art
Cutting Room
News
Release Dates

Articles
Reviews
Media

Forums
Search
Site Staff
Credits
Updates


Colossal (wide) Magical Beast (Good, Greater goddess)

Hit Dice: 60d10+780 (1110 Hp)
Initiative: +19 (+15 Dex, +4 Improved Initiative
Speed: 5ft (1 square), fly130ft (average) (26 squares)
AC: 62 (+15 Dex, +13 Deflection, +18 Divine (sacred), Natrual +15, Size -8), Touch 47, Flat-Footed 47
Base Attack/Grapple: +60/+81
Attacks: Claws +57 melee (4d6+5) or 1 slam +67 melee (4d8+5)
Full Attack: 2 Claws +57 melee 4d6+5 or 1 slam +67 melee (4d8+5)
Space/Reach: 110ft by 290ft / 10ft
Special Attacks: Energized Attack, Ray Attack, Seal energy, Windstorm, Spell-like abilities
Special Qualities: Divine Qualities, Energy Resistance 50 (force, fire, radiation, electricity, cold), True Seeing, Absorb Good Magic, SR 77
Saves: Fort +47, Ref +47, Will +28
Abilities: Str 20, Dex 40, Con 36, Int 10, Wis 22, Cha 45
Skills: Concentration +34, Listen +29, Sense Motive +27, Spellcraft +21, Spot +29, Tumble +38
Feats: Acrobatic, Alertness, Diehard, Dodge, Empower Spell, Endurance, Flyby Attack, Great Fortitude Hover, Improved Initiative, Improved Precise Shot, Improved Spell Capacity x4 (B), Iron Will, Maximize Spell, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Purify Spell*, Shot on the Run, Weapon Finesse (Slam), Wingover
Climate/Terrain: Any Land or Sky
Organization: Solitary
Challenge Rating: 62
Treasure: None
Alignment: Always Neutral Good
Advancement: -
Domains: Air, Good, Healing, Magic, Protection, Travel
Holy Symbol: White Stylized circle

* New Feat described in the Book of Exalted Deeds. If you do not have this book, replace this feat with the Extend Spell feat

        Mothra is the eldest member of the Triad, the three guardian moths of the world. Along with her sister Battra and son Leo, the Triad forms the only formal circle of kaiju gods known to the world. Mothra is often considered the gentlest of the three, and prefers to spend her time peacefully meditating in her lair, giving healing energy to those who come an see her. Yet, she is not completely passive, for if a threat appears, Mothra is one of the first gods to mobilize and strike out against it. While not as destructive as her sister, and not as reckless as her son, Mothra is still a great force to be reckoned with, as she has the wisdom of the ages at her disposal, and is more than capable of defeating her enemies.

        Mothra resembles a massive moth, with an enormous wingspan of well over 575ft. Her wings are covered in a colorful pattern of stripes and eyespots. Her body is close to 110ft long, and is covered in orange and white fur, giving her a soft appearance. Her antennae are white and feathery, and her large blue eyes seem to sparkle with inner peace and wisdom. Mothra's legs, though tipped with claws, are not particularly menacing in appearance, and look so frail that they would not seem capable of supporting her massive body, yet somehow they do.

        Priests that pray to Mothra can cast spells from the Air, Good, Healing, Magic, Protection, and Travel domains. Her favorite weapon is the javelin.

        Mothra can speak the Mothra language, which consists of chirps, whistles and shrieks shared between her and her son and sister. He understands Celestial, Auran and Sylvan, but lacks the verbal apparatus to speak them.

Combat:

If Mothra could, she would prefer not to fight. However, if the planet is threatened, or an evil kaiju appears, the goddess will not hesitate to attack. Against other kaiju, Mothra will begin combat with her energy rays, then follow up with a Seal Energy attack, attempting to subdue them. Should that fail, she will energize her body with holy energy and attempt to slam her opponent until it goes down, all the while firing energy beams. If outmatched, she is not above temporarily retreating to recover and muster her son and sister to help her fight. Against smaller opponents, she simply uses her windstorm ability to knock them away. If they show an ability to hurt her, she will use Seal Energy to bind them.

Mothra's natural weapons are considered epic and good for the purpose of overcoming damage reduction.

        Energized Attacks (Su): As a standard action once per minute, Mothra can charge her body with energy. This effect lasts for 1d4+1 rounds, during which time all of her physical attacks deal an additional 3d6 points of force damage.

        Energy Ray (Su): Once every 1d4 rounds, as a standard action, Mothra can fire a pair of energy beams from her antenna. If she makes a successful ranged touch attack, the beams deal 15d8 points of force damage. Evil creatures suffer an additional 2d8 points of holy damage from this attack. Mothra can apply her Point Blank Shot and its derivative feats to this attack. These rays have a 300-foot range and no range increments.

        Seal Energy (Su): As a full round action once per minute, Mothra can create a field of negation energy. To use this ability, Mothra must be flying at the time, and has to hover, but can maintain it indefinitely so long as she doesn't move more that 5ft in a round. All creatures under her at the time must make a will save (DC 57) or suffer the effects of a hold monster spell, even if they are normally immune to such effects. Beings of god status or those who make the save are instead considered staggered, not held, while within the area of effect, and can't move. Also, so long as Mothra maintains the energy field, every creature within its radius takes 3d6 points of force damage, and 3d6 points of electrical damage, per round, regardless of whether or not they resisted the hold effect. If she takes more than 30 points of damage in a round, or is forced to move, the field ends.

        In addition, any time an energy attack, such as breath weapons and spells, or effect enters the area, it dissipates into the field and affects all creatures within, regardless of the original dimensions of the attack. Thus, if a sorcerer were to resist the hold and managed to cast a lightning bolt would find the spells electrical energy spread out through the field, dealing damage to him an all of his allies caught in the effect. Mothra and Batra are fond of using the field's effects to double team an opponent. Mothra will create a Seal Energy field, while Batra fires her prism beams into the field, thus increasing its potency.

        Alternatively, Mothra can create a binding circle. In order to do so, she must fly in a circular pattern at least 500ft in diameter for at least two minutes. After this time, all beings, including gods, within the field suffer the effects of a binding spell, with the effect of bound slumber. There is no saving through against this ability, but if Mothra suffers damage during the binding circle's creation, the effect fails. The effect lasts until a specific condition is meet, such as a specific item is removed from the area, or a special condition is met. Gods of equal status than Mothra are merely bound for three years.

        The saves against this attack are charisma based.

        Windstorm (ex): As a standard action, Mothra 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: Mothra can cast spells as a 20th level cleric with access to any of her domains. In addition, she can choose to spontaneously cast any of her domain spells by sacrificing a spell of the same level or higher, just as a cleric can spontaneously cast cure spells. Mothra casts her spells as spell-like abilities, and does not need any components.
Typical Cleric Spells Prepared: (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1/3+1/1+1; DC 16 + spell level): 0-level - Create Water, Detect Magic, Detect Poison, Guidance, Mending, Resistance; 1st -Bane, Bless, Divine Favor, Entropic Shield, Longstrider (D), Protection From Evil, Sanctuary, Shield of Faith; 2nd - Aid, Calm Emotions, Enthrall, Make Whole, Remove Paralysis, Sound Burst, Wind Wall (D), Zone of Truth; 3rd - Dispel Magic, Invisibility Purge, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light; 4th - Dimensional Anchor, Freedom of Movement, Restoration, Sending, Dismissal, Holy Smite (D), Lesser Planar Ally; 5th - Atonement, Break Enchantment, Control Winds (D), Dispel Evil, Empowered Prayer, Flame Strike, Hallow; 6th - Banishment, Blade Barrier (D), Forbiddance, Heal, Maximized Searing Light, Undeath To Death; 7th - Greater Restoration, Holy Word, Mass Cure Serious Wounds, Quickened Remove Curse, Regenerate (D); 8th - Antimagic Field, Dimensional Lock, Discern Location, Earthquake, Whirlwind (D); 9th - Gate, Miracle, Mordenkainen's Disjunction (D), Sanctified Mass Inflict Critical Wounds, True Resurrection; 10th - Implosion, Mass Heal, Maximized Chain Lightning (D), Quickened Heal; 11th - Empowered Elemental Swarm (D, Air only), Empowered, Sanctified Mass Inflict Critical Wounds

        True Sight(Su): Mothra is continually under the effects of a True Seeing spell, as though cast by a 20th level sorcerer. She can suppress and resume this power as a free action.

        Absorb Good Magic (Su): Whenever Mothra is the target of a spell that has the good descriptor, the spell automatically fails to overcome her spell resistance and allows her to store the energy as if Mothra were a rod of absorption. Mothra can store 52 spell levels at any given time, and can use the spell levels as if she were using a rod of absorption. This ability ignores any spells that Mothra herself casts.

Mothra's Worship and Worshipers

        Mothra is one of the most beloved goddesses in the world, and thus has a great number of worshipers, both formal and informal. Most of her informal worship comes from those who wish for healing and protection in a harsh and unforgiving world. These people often pray to Mothra when afraid or when a loved one is sick, seeking the goddesses aid when times are tough. Because Mothra is a benevolent goddess, she sometimes answers these prayers, helping heal the sick or protecting the weak. Mothra's compassion and love of life is nearly boundless, and she can't stand to see those around her suffer.

        Another aspect of the Sacred Guardian is that of the goddess of good magic. Most good wizards, sorcerers and bards owe allegiance to Mothra, even if they are not formally worshiping her. As the goddess of good magic, she is also considered the source of healing magic, which is not far from the truth. Out of all the gods, Mothra's clerics tend to wield healing magic the most proficiently, and with the most compassion. While her son shares in her healer aspect, it is Mothra that is thought to be the primal source of all healing spells.

        Mothra's formal worshipers are almost as common as her informal worshipers. Among the Triad, Mothra has the greatest number of clerics. Mothra clerics are often healers or guardians, and either wanders the land healing and protecting, or set up a temple in a town and settles down. These clerics come from all the major races, but are made up mostly of humans and elves. Most nations are happy to accept Mothra clerics, save those devoted to the evil gods, and even they are willing to allow the clerics passage, for the clerics of the great moth often leave health and joy in their wake.

        Mothra's temples are often open to the public, and offer healing and protection at low cost. Such temples are often elegantly designed with beautiful murals and statues of the great guardian moth. Temples are always brightly lit and welcoming, and those who enter can often expect to hear the holy songs of the goddess being sung.

        Even though Mothra's human and elf clerics are most often seen, they are not the most gifted of Mothra's worshipers. The Elias, a diminutive race of fey are Mothra's most devoted clerics, often communing with the goddess directly. Mothra takes special offense if her chosen among the Elias are threatened or injured, often coming to their direct aid. In cases such as these, even the normally passive and kind goddess will become violent. Several cities across the land have been leveled simply for the act of threatening the Elias.

        Mothra's worshipers often dress in elegant gowns and robes when not adventuring. Among Elias followers, extravagant dresses are popular. Adventuring clerics of Mothra often wear armor decorated with the symbol of their goddess, and wield javelins in combat, which they claim represent the goddess's energy beam attacks. Mothra priests prefer not to fight, but are deadly adversaries if confronted, especially if that conflict is related to protecting any Elias present. Many a thief has learned this the hard way when they sought to exploit the Elias for their own selfish ends.

        Not surprisingly, Mothra gets along well with her son Leo and her sister Battra, whom form the Triad, the three guardian moths of the world. The Sacred Guardian also gets along well with the priests of Gamera and Biollante, though the relationship between these two groups isn't as warm as those between the Triad.

        Mothra is often at odds with Godzilla, as the destruction Godzilla causes runs counter to the protective and nurturing nature of the goddess. However, when a great enough threat to the world appears, the two have been known to work together to fend it off. Mothra's order has little to do with the Rodan, for his actions rarely cause any long term harm, and while her relationship with Kiryu is not a warm one, they are prone to just let the other be, so long as they don't interfere with the other.

        Mothra is violently opposed to most of the evil gods, particularly Desghidorah and Destoroyah. There is also a strong animosity between Mothra and King Ghidorah and SpaceGodzilla. These four gods, whom are most devoted to destruction, run into conflicts with the Sacred Guardian quite often. Though outright battles are rare, on the occasions that Mothra fights one of these gods, she is often backed up by her son and sister. Such conflicts often end in the favor of the Triad. While Mothra dislikes Iris, she sees little reason to oppose him directly. The slaver queen Legion has a special place in the Sacred Guardian's heart, though it is not a pleasant one. Of all the other gods, Legion is probably the only one that Mothra actually hates, for Legion's goals mean taking away the freedoms and hopes that people have and replacing them with cold, insect-like ruthlessness. Mothra, patroness of life and hope, despises Legion with a passion rarely seen in the normally benign goddess.