D20 - Battra (God)

Battra (CR31, MR10)

XP 13107200
Chaotic Good Colossal (long) Magical Beast (Chaotic, Kaiju, Magical Beast, Mythic)
Initiative +5 Senses – Darkvision/Low-Light vision 600 ft; PERCEPTION +46


AC 54 Touch 8 Flat-footed 48 (+6 Dex, +0 Dodge, -8 size, +46 Natural)
HP 828 (201 +527 (+100 Mythic): Fast Healing 30
FORT +36 REF +23 WILL +23
Defensive Abilities - Ferocity, Recovery
DR 20/Epic and Lawful IMMUNE Ability Damage, Ability Drain, Death Effects, Disease, Energy Drain, Fear, Mind Effects (Charm, Compulsion, Phantasms, Patterns, Morale Effects), Paralysis, Petrifaction, Polymorphing, Sleep
Resist – Acid 30, Cold 30, Electricity 30, Fire 30, Force 30, Negative Energy 30, Radiation 30, Sonic 30
SR 52


Speed 50 ft, Fly 200 ft (good)
Melee – Slam +45 (4d8+22), 2 Talons +46 (4d8 + 22 + 4d8 shock damage +1), 2 Wing Attacks +43 (4d8+11)
Space – 239' long x 590' wingspan x 100' tall; Reach 120'
Special Attacks – Colossal Flier, Discharge Energy, Ferocity, Hurl Foe, Hurricane Flight, Massive Strikes, Prism Beams


STR 54 DEX 23 CON 44 INT 20 WIS 36 CHA 28
Base Attack +31 CMB +61 (+68 Drag)
CMD 67 (+74 vs Drag)
Feats – Combat Expertise, Combat Expertise (Mythic), Diehard, Diehard (Mythic), Draconic Defender, Endurance, Flyby Attack, Gang Up, Great Fortitude, Great Fortitude (Mythic), Hover, Improved Drag, Improved Drag (Mythic), Iron Will, Iron Will (Mythic), Multiattack, Power Attack, , Strikeback, Toughness, Weapon Focus (Talons), Wingover
Skills - Climb +30, Fly +40, Intimidate +40, Knowledge (Geography) +30, Knowledge (Nature) +30, Knowledge (Planes) +30, Perception +46, Survival +43
Languages – Mothra, Telepathic (communicates empathically)
Special Qualities – Divine, Massive, No Breath, Strong Flier


Colossal Flier (Ex): Battra does not take penalties when flying in strong or more powerful winds.

Discharge Energy (Su): A chaotic and primal kaiju, Battra possesses the ability to discharge energy through it's talons to damage opponents. Upon a successful strike with its talons, Battra adds an additional 4d8 shock damage to the attack. This damage is not multiplied on a critical hit.

Hurl Foe (Ex): When Battra strikes a Huge or Smaller foe with his natural attacks, he may make a CMB check to knock his opponent backwards in a straight line. For every 5 points by which he beats their CMD, they fly an additional 10 feet backwards. If they strike a wall, they take 1d6 additional damage per 10 feet moved.

Hurricane Flight (Su): A strong flier, Battra's large wings produce incredible gusts of wind whenever he flies. With gusts exceeding 170 miles per hour, Large sized creatures must make a DC10 Strength check or a DC20 Fly check to move against the wind while those medium sized and smaller are blown away by it. Ranged attacks are impossible to make except via siege weapons (which takes a -8 penalty on attack rolls). Perception checks based on sound are impossible to make over the roaring winds. These gusts of wind extinguish flames, uproot trees, and demolish houses within a 225 foot diameter of Battra.

Massive Strikes (Ex): Each of Battra's natural attacks can target all creatures within a 30 foot square. Battra makes one attack roll; any creature in the area whose AC is equal to or lower than the result is struck by his attack.

Mythic Power (Su): Battra can draw upon his disdain for the wicked and the greedy to accomplish feats of amazing strength and fortitude which defy even his own godly standards. Each day, Battra can expend a number of uses of mythic power equal to his mythic rank (10). This amount is his maximum amount of mythic power. Battra automatically has the surge ability, and can use this mythic power to activate it. Surge (Su): Battra can expend one use of his mythic power to increase any d20 roll that he just made by rolling 1d12 and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed.

No Breath (Ex): Battra was born to defend the planet at all costs, even from threats from outer space. Battra does not need to breath to survive and is immune to attacks which require breath to be effected, such as inhaling poison. This does not make Battra immune to cloud or gas attacks which don't require breathing to have an effect.

Prism Beams (Su): Once every 1d4 rounds, Battra can emit a blasts of purple energy from his eyes. These 10x10 foot beam has a range of 2400 feet, discharging electricity all along the ways. The powerful beams ignore all cover, dealing 20d8 force damage on impact (DC 42 Reflex save for half damage). The save DC is constitution based.

Environment: Any (forest or sky)
Organization: Solitary (unique)
Treasure: None

Born in a time of unbridled technological advancement and war, the "black mothra" Battra is a powerful and deadly monster capable of incredible destruction. Once a vengeful force of darkness, Mothra's twin now treads the line between vengeance and justice thanks to the goodly influence of his "sister." As the third member of The Triad of Divine Moths, those who threaten the sanctity of the planet would do well to fear the wrathful gaze of Battra, god of chaos, good, protection, redemption, retribution, and war.

Like each of the divine moths, Battra's appearance is striking to behold. At 239' long and 30000 tons, Battra is larger and more heavily built than either of the his relations. He has a spiky black carapace not unlike a beetle, culminating in a two pronged stinger at the end of his body. Within the black mothra's fearsome head are luminous red eyes that seethe with power, and he is crowned by 3 golden spikes illuminated from within. His enormous wings span just under 600', the black base coloration overlapped by jagged streaks of gold and red. Further differentiating himself from his sister and nephew, Battra often flies with the first pair of his six legs reaching forward. The bony, spiky limbs ready to claw or grasp at his target, unlike the other two kaiju moths who fly with their legs tucked up.

Once, Battra was the enemy of civilization and the pantheon of kaiju. Created by the planet itself as a vengeful protector, Battra was hell-bent on ensuring that the civilized races never recovered from the Final War. Burgeoning settlements were decimated by the prism beams of the black mothra, sparing neither the wicked or the righteous. As the casualties mounted, Battra finally attracted the attention of Mothra herself. A fierce battle ensued between the two, but Mothra prevailed despite the superior armor and strength of her opponent. Defeated, Battra was at the mercy of his virtuous twin, who begged him to change his ways. Battra left the battlefield changed, reflecting on his mission for a long time.

Now, Battra is firmly entrenched as a member of the Triad of Divine Moths. Though he prefers to work alone, Battra will fight alongside his sister and young nephew whenever his aid is asked. Utilizing his superior size and armor, Battra often acts as the heavy to Mothra's quicker, lighter movements. With Mothra Leo the playing field is much more level, though the younger moth's powers outstrip his own. Among the other good kaiju gods Battra often keeps his distance, though he and Biollante have similar spheres of influence and methods (particularly when the plant monster is enraged).

Of the neutral kaiju gods, Battra and Rodan get along the best. The terrible pterosaur feeds off of the disruptive Meganulon and Legion soldiers, thereby fulfilling his role within the divine ecosystem. Rarely do they encounter one another, but there is no open hostility between the two. Godzilla and Kiryu are another matter entirely. Though Godzilla and Battra share similar purposes, their methods differ. Battra is precise, targeting society as the source of the planets woes. In contrast, Godzilla's destructive rampages effect both man and nature, leaving Battra to regard Godzilla as a threat to the well being of the planet. In addition, the pair's history of battle have left the black mothra with a grudge against the king of monsters. Battra's rage towards Kiryu is much more straight forward in comparison, as the steel dragon has been reawakened through technological tampering on behalf of men. In the eyes of Battra, this crime is decidedly anathema. Were it not for the incredible power that Kiryu possesses, Battra would have destroyed it long ago.

There are no gods of evil nature that Battra does not despise. Each of these beasts are a threat to the well being of the planet, dangerous creatures which must be destroyed. That said, Battra devotes special attention to Daghara, Dhesghidorah, Hedorah, and Legion. Each of these kaiju threaten the life of the planet, despoiling its waters, forests, and air. As for the other evil kaiju, Battra is not interested in them unless their actions endanger the world. When that happens, they face the wrath of Battra uncloaked.

Battra Worship

As a member of the Triad, Battra's mission attracts a large and varied number of followers. Many of his followers are human, though there are even more Elves which make up his numbers. The concern Elves hold for all the world make them easy converts to the way of Battra. Due to the relationship between the Triad members, many Elias also worship Battra. These Elias are typically more somber than their cheerful cousins, but no less respected or devoted to their deity. Rangers make up a large portion of Battra's faithful, though a fair number of bards and skalds (primarily Elias) also follow the black mothra. However, the most famous members of Battra's faith are Vigilantes and Inquisitors. These individuals take Battra's ideology to the limit, pursuing any who would despoil the planet in the name of personal gain or evil.

Many small forest communities look to Battra for protection, housing shrines to the black mothra for protection from the threat of ever encroaching civilization. Often they are protected by The Wardens, the largest group of Battra followers. Operating as a flat organization, the Wardens are given an incredible amount of autonomy over the sectors that they watch. Within their sectors, they may protect the safety of the natural order as they see fit so long as they abide by the tenets of Battra: the health and well being of the wild is to be protected, and any threat to it must be extinguished. Though temples are built to Battra, many simply prefer to worship within caves or forests, places where the planet's raw presence is strongest.

In particular the Wardens find the presence of Undead abhorrent, seeing them as an affront to the laws of nature. This has led to many conflicts between the followers of Battra and Desghidorah, creating a bitter rift between their factions. Fighting with Repeating crossbows, the Wardens utilize guerilla tactics in battle. Dressed in earth-tone armors and cloaks, they strike without warning from the trees and the underbrush before re-positioning. In open warfare, they attack relentlessly with crossbow and blade, their clerics brandishing the beetle-like symbol of Battra as the utilize spells of bane and judgment. Few forces attack with such fervor or precision, and all who toil in spite of the laws of Battra do well to be cautious when they enter his domain.

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