D20 - Gamera (God) [version 3.5: Pathfinder]

Desghidorah (CR32, M10)

XP 104857600
Chaotic Evil Dragon (Evil, Kaiju, Mythic)
Initiative +6; Senses - Darkvision/Low-Light vision 600 ft
PERCEPTION +40

DEFENSE

AC 55, Touch 8, Flat-Footed 49 (6 DEX, -8 Size, 47 Natural Armor)
HP 948 (32d12+640 (+ 100 mythic): Fast Healing 30
FORT +37, REF +18, WILL +27
Defensive Abilities – Ferocity, Recovery
DR 20/Epic 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, Negative Energy 30, Radiation 30, Sonic 30
SR 54

OFFENSE

Speed 125', 200' Fly (Poor)
Melee – 3 Bites +49 (4d6+39/19-20 plus grab), Slam +44 (4d8+25)
Space – 656' long x 262' wingspan x 238' Height; Reach 120'
Special Attacks – Grab (Bite), Ferocity, Hurl Foe, Massive Strikes

 

STATISTICS

STR 60 DEX 23 CON 45 INT 8 WIS 25 CHA 36
Base Attack +32 CMB +65 (+72 Bull Rush, +67 Overrun, +67 Trip)
CMD 81 (88 vs Bull Rush, 83 vs Overrun, 87 vs Trip)
Feats – Bull Rush Strike, Combat Expertise, Combat Reflexes, Death from Above, Death from Above (Mythic), Endurance, Endurance (Mythic), Felling Escape (Combat), Great Fortitude, Great Fortitude (Mythic), Improved Bull Rush, Improved Critical (Bite), Improved Trip, Opening Volley, Paired Opportunists, Power Attack, Power Attack (Mythic), Rhino Charge, Wingover
Skills – Fly +37, Intimidate +48, Knowledge (Arcana) +17, Knowledge (Nature) +17, Knowledge (Planes) +17, Knowledge (Religion) +17, Perception +40, Spellcraft +15, Survival +35
Special Qualities – Divine, Massive

SPECIAL ABILITIES

Aura of Death (Su): A living battery of negative energy, Desghidorah's very presence disrupts and consumes the very essence of life around it. With 200' of Desghidorah, pllants wither and die in its as if effected by a the Desecrate spell. This grants its bonuses to undead entering the area and created within the area as though a level 20 caster had preformed the spell. This aura travels with Desghidorah and is not permanent unless the Death Ghidorah utilizes its Consume Life ability.

Colossal Flier (Ex): A flying fortress of a kaiju, Desghidorah's size and strength allows it to fly unaffected by any opposing winds. Though it lacks the grace of other aerial kaiju, Desghidorah is still unaffected by penalties when flying in strong or more powerful winds.

Consume Life (Su): The weaponized use of Desghidorah's Aura of Death allows it to feast on the life force of any creature within its aura. As a full round action once every hour, Desghidorah can utilize its Aura of Death to sap the vitality of the plants and very earth around it, inflicting 15d6 points of damage as though it had preformed a Blight spell on all plants within its 200' Aura of Death. This action permanently Desecrates the ground where it stands as the spell and also heals Desghidorah 10d10 hit points.

Discharge Energy (Su): Using the negative energy which powers its body, Desghidorah can discharge energy through its bite attacks to damage opponents in a burst of red bolts of energy. Upon a successful strike in this manner, Desghidorah adds an additional 4d8 shock damage to the attack. This damage is not multiplied on a critical hit.

This ability counts as one use of Desghidorah's breath weapon, requiring 1d4 rounds to pass before it can use either ability again.

Fiery Pyre Road (Su): Desghidorah's manipulation of negative energy gives it a powerful connection to the dark places of this world and beyond. Once every 2d4 rounds, Desghidorah can raise its forelimbs and slam them to the ground, causing a massive rent to tear open in a 1200' line in front of it. After this occurs, powerful infernal flames leap up from the ground to consume whatever opponent is unfortunate enough to be caught within it. Foes must make 2 reflex saves, each at DC39. If the first save fails, the creature falls prone. If Desghidorah's opponent then fails the second save they take 20d6 points of fire damage. Half of this damage is divine in nature and bypasses all damage reduction, even that of the other kaiju deities. In addition, the targets of the spell must make another REF39 save or be caught on fire, taking 4d8 fire damage for 1d4+2 rounds.

All terrain effected by the Fiery Pyre Road attack is considered rough terrain afterwards. All structures within the path of this attack take the full brunt of the tremor and blast, taking full damage from it. Those few which manage to survive are caught on fire as well.

Greater Starflight (Su): Hailing from the eternal darkness of space, Desghidorah can survive and travel through the void at amazing speeds. Although its exact travel time will vary from one trip to the next, a trip within a solar system normally takes Desghidorah 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion).

Hell's Flame (Su): As the leader the three draconic heads, Desghidorah's central head alone can unleash a powerful burst of fire from its mouth greater than any Hellfire. This 20x20' blast of terrible flame deals 20d8 fire damage and 10d8 negative energy damage to targets within an 800' line of the central head. This attack also sets its targets on fire, dealing 4d8 fire damage per round for 1d4+2 rounds. Hell's Flame ignores all cover and targets must succeed at a DC43 REF save to take half damage and avoid being set on fire. This ability can be used once every 1d4 rounds, and counts as a use of Desghidorah's Lava Gout Energy Bolts for the purpose of counting rounds before use.

Like Desghidorah's other breath attacks, half of the damage dealt by the attack is divine in nature and not subject to damage resistance of any kind.

Hurricane Flight (Su): As Desghidorah soars through the skies on its massive wings, it produces powerful gusts of wind which buffet structures on the ground. With wind speeds 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 Desghidorah.

Hurricane Gust (Ex): While standing on the ground, Desghidorah can utilize its draconic wings to produce incredibly strong gusts of wind. This gust of wind takes the shape of a 355' cone of hurricane force winds, staggering colossal enemies and blowing away all others. Colossal enemies must make a DC43 fortitude save or be blown away, rolling/falling over 100 feet away from the King of Terror, taking 15d6 damage in the process. Creatures who pass this fortitude save are not blown away, but are staggered for 1d4 rounds.

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

Lava Gout Energy Bolts (Su): The signature attack of Desghidorah, the evil kaiju can unleash 3 blasts of destructive negative energy to tear the life from its foes. These crimson bolts of lighting have a range of 2400' (or 1200' if fired in a 180 degree arc), detonating in a fiery burst of 13d8 negative energy on impact. Each of Desghidorah's 3 heads is capable of firing a Lava Gout Energy Bolt, which can be fired from one, two, or all three heads during an attack. The target must make a DC43 Reflex save to take half damage. No matter how many beams are fired, Desghidorah must wait 1d4 rounds before firing again.

Possessing an incredible lust for death and destruction, Desghidorah often unleashes its beams on the environment around it as it fires. When using 3 Lava Gout Energy Bolts, roll 1d12 to determine how many of the beams strike the chosen target. A result of 1-4 is a single hit, 5-8 is two, and 9-12 is all three beams striking the target. When using 2 Lava Gout Energy Bolts, use 1d8 to determine how many beams strike true. A result of 1-4 is a single hit and a result of 5-8 is two. For each successful hit, the target of the Lava Gout Energy Bolts makes their saving roll as normal while any missed attacks cause the beams to strike the environment around the target in bursts of rubble and fire. A single Lava Gout Energy Bolt acts as a standard breath weapon with no added chance to miss the target.

Like Desghidorah's other breath attacks, half of the damage dealt by the attack is divine in nature and not subject to damage resistance of any kind.

Massive Strikes (Ex): Given its massive size, each of Desghidorah's natural attacks can target all creatures within a 30 foot square. It makes one attack roll; any creature in the area whose AC is equal to or lower than the result is struck by its attack.

Mythic Power (Su): Each day, Desghidorah can expend a number of uses of mythic power equal to its mythic rank (10). This amount is its maximum amount of mythic power.

- Surge (Su): Desghidorah can expend one use of its mythic power to increase any d20 roll that it 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.

Shock Pulse (Su): When overwhelmed by faster moving opponents or swarms, Desghidorah can release its power in an omnidirectional burst of power. Once every 1d6 rounds, Desghidorah can use its Shock Pulse attack to release a wave of negative energy which will hit all targets within a 600' of its body. This pulse ignores all cover, dealing 20d8 negative energy damage and staggering foes for 1d8 rounds (Reflex DC43 to save for half damage and ignore the staggered condition). Any creatures killed by the Shock Pulse are consumed by fire, whether their saving throw was successful or not. The Save DC is constitution based. This ability counts as a use of Desghidorah's breath weapons for the purpose of counting rounds until the ability may be used again.

Like Desghidorah's other breath attacks, half of the damage dealt by the attack is divine in nature and not subject to damage resistance of any kind.

Three-in-One (Ex): Like its more famous cousin, Desghidorah's 3 heads provide it with a distinct advantage in combat. Each head may function individually of the others, making a battle against the Death Ghidorah seem like fight with 3 opponents. This natural function of its biology allows it to utilize teamwork feats without any allies.

ECOLOGY
Environment Any (Forest or Outer Space)
Organization Solitary (Unique)
Treasure None

From the dark reaches of space, it came; a three headed horror, hungering for the life of an entire planet. For eons it has flown the cosmos and consumed the essence of worlds, leaving barren husks behind. Now the world waits in horror for when it might return to try again. A planet eater of immense proportions, Desghidorah is the living embodiment of entropy and the god of Death, Entropy, Evil, Fire, and Loss.

A relative of the mighty King Ghidorah, Desghidorah is not as big as its famous evil cousin. However, it is quite different from the King of Terror. Most notably, it possesses 4 legs and Down from its wings, along with a series of red spikes and run down from its wings to just before the tip of its tail. It also isn't quite as big, being of a similar height to Godzilla. Despite being smaller, Death Ghidorah is an imposing monster with a wingspan of just over 262' wide. With its dark scaly gray-black hide and vivid crimson wings, it is an intimidating and devilish figure to behold as it drains the life force from its surroundings. Utilizing its deadly aura, Desghidorah prefers to keep its battles at range utilizing its various breath weapons. Desghidorah is not against using its fangs to strike at foes who get too close, maneuvering around the battlefield and making charge attacks to keep its foes off balance.

As the god of Death, Desghidorah has no allies among its fellow deities. From Godzilla to Kiryu, they resist the efforts of the Death Ghidorah based solely on its effect on the world around it. Mothra and Mothra Leo specifically seem out to oppose the god of Entropy, creating a deep seated rivalry between the Triad and Desghidorah. The evil deities are no different, battling the death god if it interferes with their plans. For its part, Desghidorah doesn't seem to care, preferring to keep to itself.

Desghidorah Worship

As the god of Death, Desghidorah attracts a ghoulish following. Necromancers make up the majority of its followers, though plenty of death obsessed clerics, druids, and sorcerers also devote themselves to its cause. These individuals often care very little for who or what they effect with their powers over death and negative energy. This fact doesn't bother Desghidorah in the slightest; be they followers of Mothra, Kiryu, or Spacegodzilla, death will find each of them in time. Red Dragons, Salamanders, and Fire Elementals are also keen to follow Desghidorah in its role as a god of fire, though their numbers are somewhat low.

In addition to living followers, many of Desghidorah's most devout worshipers are Undead in nature. Due to its aura of negative energy, Undead are attracted to its presence like a beacon. Mindless Undead flock to its presence to be empowered by it, though even Liches, Vampires, and other intelligent Undead seek to earn favor with the entropic god.

Most famous of all cults devoted to Desghidorah are the Bereaved. Armed with scythes and dressed in black and red cloaks and armor, these nihilistic figures seek to spread death wherever they can. Acting as keepers of the balance between life and death, they infiltrate communities and cities to balance out the expansions of society. When a new life is born into the world, they try to take an old one. When a new community is formed, they burn down another. However, these cultists are careful to keep their culling to an acceptable level. Life is necessary for death to happen, and they have no desire to see all life exterminated. On rare occasions, the Bereaved have even been known to fight back against other forces which seek to spread uncontrolled death. Such actions are nearly always done for selfish reasons however, and the Bereaved quickly return to their previous actions.


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