|

Colossal (Wide) Magical-Beast (Greater God, Law, Good)
| Hit Dice: |
80d10+1120 (1560 hp) |
| Initiative: |
+21 (+17 Dex, +4 Improved Initiative) |
| Speed: |
5ft., Fly 150ft. (Good) |
| AC: |
+84 (+20 natural, +20 Deflection, +20 Divine (sacred),
+5 Luck, +17 Dex, -8 Size), +64 Touch, +67 Flat-footed |
| Base Attack/Grapple: |
+80 / +111 |
| Attacks: |
Claw +87 melee (4d6+5) or 1 Slam +87 melee (5d8+7) |
| Full Attack: |
2 Claws +87 melee (4d6+5) or Slam
+87 melee (5d8+7) |
| Space/Reach: |
20ft. / 30ft. |
| Special Attacks: |
Cross Heat Laser, Sparkling Pyre Road, Mega beam,
Seal Energy, Sun Strike Buster, Excel Geo Crush, Windstorm,
Energized Attacks |
| Special Qualities: |
Divine Qualities, Aqua form, Armor Form, Light-speed
form, Micro Form, Energy resistance (acid, cold, electric, fire,
force, radiation, sonic) 50, Fast healing 1, See Invisibility,
Paladin Qualities, SR 83 |
| Saves: |
Fort +75, Ref +78, Will +51 |
| Abilities: |
Str 20, Dex 44, Con 38, Int 15, Wis 22, Cha 45 |
| Skills: |
Bluff +72, Concentration +69, Intimidate +72,
Listen +64, Spot +63, Tumble +75 |
| Feats: |
Acrobatic, Alertness, Blind-Fight, Combat Expertise,
Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great
Fortitude, Hover, Improved Feint, Improved Initiative, Improved
Precise Shot, Improved Spell Capacity (X3), Iron Will, Lightning
Reflexes, Mobility, Multiattack, Point Blank Shot, Precise Shot,
Rapid Shot, Shot on the Run, Weapon Focus (Cross-Heat Laser),
Wingover |
| Climate/Terrain: |
Any Land or Sky |
| Organization: |
Solitary |
| Challenge Rating: |
82 |
| Treasure: |
None |
| Alignment: |
Always Lawful Good |
| Advancement: |
- |
| Domains: |
Air, Good, Healing, Law, Magic, Protection,
Radiance*, Sun, Travel,
Transformation*,
War, Water |
| Holy Symbol: |
A golden stylized circle |
* New Domain
Reckless,
willful, and impulsive, these are all traits often assigned to the
youngest of the Mothras. Valiant, honorable, carefree, and righteous
are also things used to describe Leo. The Shining Guardian is all
of these things, and quite a bit more besides. As one of, if not
the, most powerful of the kaiju gods, Leo could be a deadly
threat to all life on the world were he to turn his powers on its
denizens. But, like his saintly mother, he uses his powers only
to protect and nurture life. Fortunately for those that walk in
the path of virtue, Leo's presence is a blessing. For those who
walk the path of corruption and malevolence, his righteous might
is a deadly curse. Truly, the Shining Guardian is a creature of
many aspects.
In
his normal form, Leo resembles a massive moth with feathery antennae,
slightly pointed eyes and three lustrous black jewels on his forehead.
His body is sleeker than either his mother or aunt, and his body
is covered in black and white fur. What makes Leo stand out the
most is his gargantuan, rainbow colored wings. However, Leo has
the capacity to transform into a powerful aqua, light-speed or armor
form. His wingspan remains about 290ft. in any form, and his body
is roughly 100ft. long.
While
he is much like the other Kaiju gods, Leo's existence is something
far greater. More powerful than almost any other god, Leo controls
a vast number of domains, which he can grant to his priests. Leo
clerics can chose from the following domains: Air, Good, Healing,
Law, Magic, Protection, Radiance, Sun, Travel, Transformation, War
and Water. His favorite weapon is the katana or longsword.
Leo
can speak Mothra, a special language of chirps, whistles and shrieks
shared between him and his mother and aunt. He understands Celestial,
Draconic and Auran, but lacks the verbal apparatus to speak them.
Combat:
Most creatures would rather slowly gnaw off all their
own limbs than enter a battle with Leo. As a being of almost pure
power and will, he is probably the last creature any being, including
the other gods, would ever wish to fight. Leo, for his part, doesn't
seem to mind this state of affairs, preferring to peacefully rest
in his lair, or simply fly around, playing in the splendors of nature.
However, when called into battle, Leo's normally peaceful and carefree
nature almost seems to melt away, and his martial side manifests,
for while he is normally a very gentle god, when angered, he is
one of the most destructive forces known to exist. Many creatures
have learned the hard way that Leo is not a being one should trifle
with.
Leo often enters combat with his Cross Heat Laser
attack, using it as a way to "test the waters" when it comes to
his foe's strength. If the Cross Heat Laser seems effective, then
he will simply continue to use it, rather than use any of his "big
guns." Should the Cross Heat Laser seem less effective, he will
continue to use the beam attack, while adding in his other special
attacks to keep his enemy off guard, all the while using his feats
to weave around his opponent to keep them off balance, or shifting
into one of his other forms if the situation warrants it. Also,
because he is more intelligent than the average kaiju god, he is
capable of forming complex plans of attack.
Leos natural weapons are considered epic, good and
lawful for the purposes of overcoming damage reduction.
Cross
Heat Laser (Su): As a standard action once every 1d4 rounds
Leo fire three beams from the jewels embedded on his forehead, but
they count as a single ray for the purpose of attacking. To hit,
Leo must make a ranged touch attack, and if he hits, the beams inflicts
15d6 points of force damage. This attack has a range of 300ft. with
no range increment. Leo can apply his Point Blank Shot feats to
this attack, including Rapid Shot.
Sparkling
Pyre Road (Su): As a standard action once every 1d6 rounds,
Leo can create a burst of energy that travels along the ground,
manifesting as a series of blue energy spikes that erupt from the
ground. The Sparkling Pyre Road starts at Leo's position and travels
in a line 20ft. wide, 100ft. tall and 300ft. long in the direction
of Leo's choosing. All creatures in the path of the Sparkling Pyre
Road take 10d6 points of damage, but can make a reflex save for
half (DC 64). Structures in the path of the Sparkling Pyre Road
are affected as if subject of an earthquake spell cast by
a 20th-level sorcerer. The DC is Constitution based.
Mega
Beam (Su): As a standard action once every 1d6 rounds, Leo can
create a brilliant beam of light originating from the underside
of his thorax. The beam measures ten feet in diameter, and reaches
400ft. long. Any creatures caught in the beam take 10d8 points of
electrical damage. A successful reflex save (DC 64) reduces the
damage to half. The save is Constitution based.
Seal
Energy (Su): As a full round action once every 1d10 rounds,
Leo can create a field of negation energy. To use this ability,
Leo must be flying at the time, and has to hover, but can maintain
it indefinitely so long as he doesn't move more that 5ft in a round.
All creatures under him at the time must make a will save (DC 67)
or suffer the effects of a hold monster spell, even if normally
immune to such effects. Beings of god status or those who make the
save are instead considered staggered while within the area of effect,
and can't move. Also, so long as Leo 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 he takes more than
30 points of damage in a round, or is forced to move, the field
ends. This save is Charisma based.
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 spell's
electrical energy spread out through the field, dealing damage to
him an all of his allies caught in the effect.
Alternatively,
Leo can create a binding circle. In order to do so, he must fly
in a circular pattern at least 500ft in diameter for 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 Leo suffers damage during the binding circle's creation, he must
make a concentration check or the effect fails. The effect lasts
until a specific condition is meet, such as a specific item is removed
from the area the like. Gods of equal status to Leo are merely bound
for three years.
Sun
Strike Buster (Su): Once every 1d8 rounds as a full round action,
Leo can take a double move action, but can only fly in a circle.
If he ends his move on the same space he began the round in, all
creatures within the circle take 15d6 points of force damage. If
he wishes, Leo can continue to fly in a circle for up to 1d4 rounds,
but can take no other actions. Each round that he continues to move
in a circle, all creatures within the circle take damage.
Additionally,
for every round he maintains the Sun Strike Buster, every creature
within must make a fortitude save (DC 67) or be stunned for that
round. Creatures who make the save are only staggered. This save
is Charisma based.
Excel
Geo Crush (Su): Once every 1d10 rounds as a full round action,
Leo can fly vertically from his starting position, and generate
a field of intense gravitational disruption. All creatures within
a 60 ft. burst around Leo when he uses this attack must make a fortitude
save (DC 67), or suffer 20d6 points of crushing damage. A successful
fortitude save reduces the damage to half. The save is Charisma
based.
Windstorm
(ex): As a standard action, Leo can create a powerful blast
of wind by flapping his 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.
Energized
Attacks (Su): Once every 1d4 turns, Leo can charge his body
with pure magical energy. This power lasts for 1d4+1 rounds, during
which, Leo's melee attacks inflict an additional 3d6 points of force
damage.
Microform
(Ex): Once per turn, as a standard action, Leo can break apart
into a swarm of 2d10+80 medium-sized versions of himself. These
smaller Leo have Str 15, Dex 44, Con 38, AC 52 and 5 HD (99 Hp each)
the same special qualities as his normal form, and are able to use
the Cross Heat Laser and energized attacks powers. While in his
microform, all of the smaller Leo still act as a single creature.
In this form each of his smaller body's claws inflict 1d6+3 points
of damage, and his slam deals 1d8+5 points of damage, while his
Cross Heat Laser inflicts 2d6 points of damage and has a range of
60ft. Each of the smaller Leo Mothra are capable of a full set of
actions each, and because they are all controlled by the same intelligence,
they can act in a highly coordinated fashion.
When
he returns to his normal form, the percentage of the microforms
that are destroyed is deducted from his total hit points. Thus,
if he broke up into 100 microforms, and ten were killed, he would
reform with 90% of the hit points he had before breaking down into
the microform. Returning to his normal form is a standard action,
and he can remain in his microform for as long as he wishes.
Aqua
Form (Ex): Once per turn as a standard action, Leo
can transform into his powerful Aqua form. Returning to his normal
form is a standards action, and he can remain in aqua form indefinitely.
Light-speed
Form (Ex): Once per turn, as a standard action after taking
the aqua form, Leo can assume his Light speed form. While in Light-speed
form, he loses all other forms of movement save flight, which increases
to 491,784,544ft. but his flight maneuverability drops to poor.
While in this form, he cannot do anything except take double move
actions, and effectively loses all of his attacks, normal or special.
However, while in this form, he can use the Time slip special ability.
Also, while in light speed form, it is impossible to hit Leo as
he is moving. This form lasts for as long as Leo wishes. Returning
to his normal form is a standard action, and he doesn't need to
go through Aqua form to return to normal.
Time
Slip (Su): As a free action while in his Light-speed form, Leo
can either travel back or forward in time up to 65 million years.
To use this power, however, a 20th-level Elia cleric that is devoted
to him must use her Song Calling power to grant a miracle.
Because of this, Leo rarely, if ever, uses this power.
Armor
Form (Ex): Once per week, as a standard action, Leo
can assume his Armor form. Returning to his normal form is a standard
action, and he can remain in his armor form for 3d4 hours.
Fast
Healing (Ex): Leo automatically heals 1 hp of damage per round
so long as he has at least 1 hp. Fast healing doesn't restore hit
points lost from starvation, thirst or suffocation, and doesn't
allow Leo to regrow or reattach lost body parts.
True
Seeing (Su): Leo is constantly under the effects of a True
Seeing spell, as if cast by a 20th-level sorcerer. He can suppress
and resume this power as a free action.
Paladin
Qualities: Leo has all of the special abilities, including spells
but not including a special mount, of a 20th level paladin. He can
substitute any of his domain spells for a paladin spell of the same
level, and casts his spells as spell-like abilities.
Typical
Paladin Spells Prepared: (5/5/4/4/2/2/1; DC 16 + spell level):
1st- Color Spray, Cure Light Wounds (x2), Obscuring Mist, Protection
From Evil; 2nd- Heat Metal, Light Bolt, Remove Paralysis, Spiritual
Weapon, Zone of Truth; 3rd- Dispel Magic, Remove Curse, Searing
Light (x2); 4th- Break Enchantment, Holy Smite (x2), Spell Immunity;
5th- Flame Strike, Ice Storm; 6th- Chain Lightning, Prismatic Spray;
7th- Omni Light Bolt
Leo's Worship and Worshipers
For
such a powerful god, Leo has only a modest following, at least compared
to his mother and aunt. While he has many worshipers, he is not
one of the most widely worshiped gods in the world. Many creatures,
even those of good alignment, fear Leo, simply because he is so
powerful.
Most
common folk consider Leo a symbol of justice and honor. His informal
worship often includes those who pray for justice, and who believe
in a code of honor. "Leo give me strength" is a common expression
when someone is faced with a situation where his or her code of
honor is tested. As the only lawfully good god, Leo has a large
number of law enforcement officers and officials among his following.
Also, he includes many sailors among his following, due partially
too his aqua aspect. Many metal workers and miners revere Leo, due
to the metallic nature of his armor form.
Leo's
formal worshipers are most commonly monks and clerics. However,
the most well known and blessed of all of Leo's followers are his
holy champions: paladins. More than any of Leo's other followers,
paladins embody all that is noble and true about the shining guardian,
and are blessed by him with extraordinary powers to be used in the
defense of the innocent and as tools for the destruction of evil.
Like his blessed mother and aunt, Leo's emissaries are welcome in
almost all nations and lands, due to their reputations as healers
and protectors of the innocent. Leo paladins and monks can freely
multiclass with the cleric, monk and paladin classes.
Leo
is also highly revered among the Elias. In fact, many Elias that
chose the life of an adventurer follow the youngest member of the
triad. Elia paladins are quite common in communities that are devoted
to the shining guardian, and even communities devoted to one of
the other members of the triad often have one of Leo's representatives
present. Elia holy orders of monks are almost exclusively devoted
to Leo, and many of the Elia craftswomen and smiths are also followers
of the shining guardian.
Among
the other humanoids, the dwarves, gnomes and halflings follow Leo
the most often. Humans also frequently follow the Shining guardian,
as does the occasional elf.
Other
creatures that revere Leo by and large are blink dogs, couatl, lammasu,
guardian naga, assimar, and quite a few gold and silver dragons,
as well as many of the lawfully good celestials. Any creature with
a lawfully good alignment pays at least some tribute to Leo.
Leo's
relationship with the other gods is quite simple. He and his followers
get along well with the other members of the triad, as well as Gamera's
priests.
The
neutral gods have little to do with Leo, though Godzilla priests
and Leo priests occasionally clash with each other, due to the Triad's
long standing rivalry with the King of the Monsters. Young Leo's
worshipers seem to be the most disinterested with the conflict with
Godzilla's followers, but they will not hesitate to assist the other
members of the Triad if they are needed.
Leo's
priesthood is, by and far, the most likely of the triad to actively
seek out and attempt to destroy the followers of the evil gods.
Those that they often attack the most viciously are the followers
of the destruction gods, particularly Desghidorah, Dagarha, King
Ghidorah and Destoroyah. The battles between the champions of these
evil gods and the followers of Leo are legendary in their ferocity.
It is often due to the power of Leo's paladins and monks that the
Leo factions are able win such battles, but Leo's followers do not
believe themselves invincible, and fight with a fierce desire to
protect the innocent and preserve life.
Among
the evil gods, Leo seems to respect Iris the most, and the Assassin
seems to return the sentiment. Though Iris and Leo's followers often
come into conflict, there is a sort of respect among the paladins
of Leo and the assassins of Iris. Both follow a code of conduct,
and both have disciplined, rigorously trained minds. Despite the
fact that the two factions often come into conflict, when these
two groups square off, they each show the other side both the honor
and respect that the other is due. Despite the moral dichotomy between
the two gods and their followers, Leo and Iris seem to regard each
other as worth foes.
|