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

Gamera (CR31, M10)

XP 209715200
Neutral Good Magical Beast (Fire, Kaiju, Magical Beast, Mythic)
Initiative +12; Senses - Darkvision/Low-Light vision 600 ft
PERCEPTION +46

DEFENSE

AC 52, Touch 10, Flat-Footed 44 (8 DEX, -8 Size, 42 Natural Armor)
HP 860 (31d10+558) +31 Toughness +100 Mythic): Fast Healing 30
FORT +35, REF +25, WILL +24
Defensive Abilities – Ferocity, Recovery
DR 20/Epic IMMUNE Ability Damage, Ability Drain, Death Effects, Disease, Energy Drain, Fear, Fire, Mind Effects (Charm, Compulsion, Phantasms, Patterns, Morale Effects), Paralysis, Petrifaction, Polymorphing, Sleep
Resist – Acid 30, Cold 30, Force 30, Electricity 30, Negative Energy 30, Radiation 30, Sonic 30
SR 53

OFFENSE

Speed 125', 200' Fly (average), 150' swim
Melee – Bite +47 (7d6+11), 2 Claws +47 (4d8+23), Slam +47 (3d8+23) AND 2 Elbow Spikes +46 (6d8+23, Attack of Opportunity ONLY)
Space – 174' Long x 174' Wide x 262' Height; Reach 120'
Special Attacks – Ferocity, Hurl Foe, Massive Strikes

STATISTICS

STR 56 DEX 26 CON 45 INT 15 WIS 36 CHA 40
Base Attack +31 CMB +62
CMD 80
Feats – Ability Focus (Plasma Fireball), Bleeding Critical, Combat Expertise, Combat Expertise (Mythic), Combat Reflexes, Combat Reflexes (Mythic), Critical Focus, Critical Focus (Mythic), Extra Mythic Power, Flyby Attack, Improved Initiative, Improved Iron Will, Iron Will, Iron Will (Mythic), Multiattack, Power Attack, Snatch, Toughness, Weapon Focus (Bite, Claws, Slam)
Skills – Diplomacy +25, Fly +30, Heal +21, Intimidate +20, Knowledge Geography +11, Perception +46, Sense Motive +24, Swim +65
Special Qualities – Divine, Massive

SPECIAL ABILITIES

Burrow (Ex): A triphibian, Gamera is equally adept under the earth as he is in the sea or sky. As a full round action, Gamera can burrow 100’ per round for as long as he prefers to be underground.

Elbow Spikes (Ex): Gamera possesses a retractable bone spike in each of his elbows. These deadly spikes are weapons of opportunity, unsheathed to deal devastating damage to an unsuspecting opponent. Gamera can make 2 strikes with these weapons on an Attack of Opportunity.

Fire Eater (Su): Gamera is immune to the damaging effects of fire. When Gamera is struck by a fire attack, he absorbs the energy and heals an amount equal to the damage dealt. He cannot gain more than his normal maximum health in this manner, nor can he heal from any fire that he emits himself.

Fire Manipulation (Su): Gamera can manipulate fire to heal himself and also to augment his physical capabilities. Should Gamera lose a forelimb, he can utilize fire from the environment or his enemies attacks to forge himself a new one. For 1d4+2 rounds, Gamera can attack with this new arm as if it were his normal arm. However, it will also do 8d6 fire damage with each strike it makes.

Hurl Foe (Ex): When Gamera 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 or other obstacle, they take 1d6 additional damage per 10 feet moved.

Lingering Breath (Su): Gamera can expend one use of mythic power as a free action when he uses his Plasma Fireball ability to set the area on fire for 10 rounds. Any creature in, entering, or passing through the breath weapon's area during this duration takes 4d8 fire damage.

Mana Blast (Su): In times of paramount distress, when the very fate of the planet may be at stake, Gamera can summon up the Mana Blast to destroy its foes! After summoning the very energy of the planet beneath him into his chest for 4 rounds, the Guardian of the Universe can unleash a destructive beam of pure mana in a 200’ tall by 200’ wide blast from the opened plates of his chest. Immensely powerful, the beam deals 40d10 fire and 40d10 force damage on contact, persisting for 4 rounds before dissipating. The Mana Blast is only useable 1x per year, but at great cost.

The Mana Blast consumes the life of the planet, dampening it’s growth for an entire year following the use of the beam. Crops produce low yields and creatures become more susceptible to illness, along with other lasting negative effects for civilization and the greater world.

Finally, Gyaos feed off of this negative effect to the world’s wellbeing, making them 2x as likely to be encountered as their numbers surge. This increased activity also angers other members of the Kaiju Pantheon, making the chances of a kaiju landing in a population center double for 1 year after the use of this weapon of last resort.

Massive Strikes (Ex): Gamera is a large and dangerous kaiju, whose natural attacks can target all creatures within a 30 foot square. Gamera makes one attack roll against the square and any creature in the area whose AC is equal to or lower than the result is struck by the attack.

Mythic Power (Su): A powerful deity, Gamera may expend his stored power to perform miraculous feats. Each day, the Burning Guardian can expend a number of uses of mythic power equal to his mythic rank plus 2 (12). This amount is its maximum amount of mythic power.

- Surge (Su): Gamera 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.

Reflexive Breath (Ex): The first time in any round that Gamera can make an attack of opportunity, he can choose to use a diminished version of his Plasma Fireball instead of making a physical attack. This attack only targets the creature which provoked the attack of opportunity. It causes the same damage and effects of his normal Plasma Fireball attack (Reflex DC35 for half damage and no staggered condition). The save DC is Constitution based, and it includes a -10 penalty to reflect the fact that this reflexive breath is a shorter (but no less powerful) Plasma Fireball. This does not affect the recharge rate of the normal version of this attack.

This power is only granted when Gamera is connected to a mortal host via the Psychic Bond.

Saucer Flight (Ex): Pulling his arms and legs into his shell, Gamera can attain flight by emiting propulsion like a rocket from the openings of his shell. Gamera can fly in 2 fashions like this; spinning like a saucer or rocketing forward with arms and head out of the shell.

It is a standard action for Gamera to activate either mode of flight, but further movement can be done as a move action.

While flying in this way, Gamera can spin and burn an opponent with the exhaust from his shell as a slam attack. This attack deals 4d8+23 melee damage and 6d8 fire damage.

Plasma Fireball (Su): Gamera’s signature ability allows the Terrible Terrapin to emit a flaming ball of fire from his tusked maw, dealing 15d8 Fire and 10d8 Force damage to the initial target. After making contact the ball of plasma explodes, dealing 10d8 Fire and 5d8 Force damage on all targets targets within 150’ (Reflex save DC45 to save for half damage). A creature killed by this attack is disintegrated whether they save against the attack or not. The save for this attack is constitution based.

Psychic Bond (Su): Gamera is a caring deity who desires the safety and protection of the planet and all of its inhabitants. In order to make this work more efficiently, Gamera will bond itself with a mortal host as a sign of partnership and good faith. This host will act as Gamera’s high Priest/Priestess, giving each a greater well of power to draw from. As such, Gamera gains an additional 100 HP from the bond and an additional +4 to hit a target. The bonded mortal also shares in this power, gaining fast healing 5 and a +8 Wisdom bonus. This also grants Gamera access to the Reflexive breath ability.

ECOLOGY
Environment Any (Ocean or Island)
Organization Solitary (Unique)
Treasure None

Proclaimed as the Burning Guardian, Protector of the Innocent, and even Guardian of the Universe, Gamera is an incredible force for good among a pantheon of deities often removed from the lives of their followers. Driven by an unbreakable will, Gamera is quick to intervene when the lives of mortals are put in danger. Possessing a deep connection to the life of the world he inhabits and a keen sense of morality, Gamera is the god of Courage, Fire, Good, Hope, Protection, and Valor.

Being a kaiju, Gamera is a massive creature capable of incredible displays of godly ability. Standing 90 meters tall, Gamera may be dwarfed by other kaiju, but it does nothing to diminish his power and majesty. Like a gigantic tortoise, Gamera has a massive shell which covers most of his body, it’s surface harder than steel. A short tail hangs out behind him, dragging behind his large 5 toed feet, their numbers mirrored by the sharp claws of his hands. Further separating the terrible terrapin from a normal tortoise, Gamera’s  intimidating countenance has 2 sharp tusks protruding from his fanged mouth. Bright green eyes belie an emotional being, one possessing wisdom and kindness in equal measures. Most uniquely, Gamera also possess the ability to fly. By pulling his head and limbs into his shell, Gamera can emit rocket propulsion from the openings to fly saucer like through the sky. Alternatively he can pull in his hind legs and tail alone to fly with his head and forelimbs out.

As a courageous and virtuous god, Gamera works well with most of righteous aligned pantheon. The Triad of Divine Moths are strong allies of Gamera, though Battra’s penchant for destroying cities can put the two deities at odds. Thankfully those differences can be set aside in face of a stronger threat. But even the Divine Moths pale as allies next to King Kong. During their first meeting, Kong had seen Gamera as a potential rival after his arrival on Skull Island. Pursuing Gyaos to the location, Gamera defended himself against the stronger Kong until both joined forces against the shadow of evil. Since then, the 2 have been great allies whenever the need arises, each one smart enough to know that they are stronger together than apart.

Beyond the good aligned deities, Gamera faces much more opposition. Kiryu and Gamera are on even terms, though the Burning Guardian distrusts the heavy emphasis of Kiryu’s followers on mechanization over nature. However, if the need arose it is likely Gamera could set aside this feeling. Rodan and Gamera rarely interact unless the former attacks a city, though they don’t seem to hold any real animosity for one another. Godzilla is another matter entirely. Godzilla and Gamera have clashed many times throughout time, though the reason for these bouts is shrouded in mystery. Some suppose that a use of Gamera’s Mana Blast angered Godzilla with the subsequent drop in the planet’s lifeforce. Most assume it is simply a rivalry between 2 powerful creatures. Whatever the case, Gamera has rarely emerged on top from one of their battles. Typically the terrible terrapin settles for leading Godzilla away from any population centers before leaving the battle.

The evil deities of the Kaiju Pantheon are the creatures who earn the most ire from Gamera. Opposing each of them to the best of his ability, Gamera holds special enmity towards King Ghidorah, Destoroyah, Legion, and Iris. The powerful King Ghidorah and Destoroyah are each threats to all life on the planet, something Gamera cannot ignore. Likewise Legion’s consumption of natural resources and desire to dominate the minds of free people enrage the Burning Guardian. However, it is Iris who gets the most vilification from Gamera. Aligned with the Gyaos, Iris became an enemy of Gamera without a single blow struck. Now their rivalry is legendary, with the tentacled god seeking to eradicate Gamera at all costs.

Gamera Worship

As a deity deeply involved in the lives of his followers, there is much good done in the name of Gamera. Blacksmiths forge the most protective armors and numerous guards perform their duties with him in mind, each doing their part to protect others in his name. There are also numerous orphanages ran in the name of Gamera, the friend of children. With those causes in mind, numerous Dwarves and Halflings follow his teachings, as do many humans. However, Gamera’s kind heart and devotion to the protection of his followers has brought many disparate people to his fold, from Elves and Wizards to more exotic folk.

Perhaps most notable of all Gamera’s followers would be the Order of the Burning Guardian, a group of knights, clerics, and paladins whose sworn edict is the protection of the meek and innocent. Under the leadership of Gamera’s bonded high priest, these men and women patrol the streets and forests of the nations of Janjira to help where they can. When not directly protecting innocents against tyranny and violence, they often serve as mediators and arbiters to various disputes. Should that fail, these Knights will utilize their butterfly swords, wielded in both hands to mimic Gamera’s own spiked elbows and claws, in decisive combat. There are also many knights known for their use of the tower shield as well, forming great defensive walls against their foes.

Allied with the Guardian’s Brigade and the churches of Mothra, the Order of the Burning Guardian is quick to assist in the just causes of its fellows. In the great conflicts and wars of Janjira’s past, they often acted as the rear guard for the main host. There they protected the flanks of their fellow warriors and acted and peacekeepers and watchmen of the territories they guarded. However, these warriors also serve well as the tip of the spear. Regardless of their position, these warriors act in the name of Gamera, entrusted by him with keeping his fire alive in the hearts of mortals. That fire can burn and destroy, but it can also warm and protect; It is their job to know when and how to employ it.

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