D20 - King Kong Legendary (God) [version 3.5: Pathfinder]

King Kong (CR32, MR10)

XP 104857600
Neutral Good Colossal (tall) Magical Beast (Kaiju, Mythic)
Initiative +11; Senses - Darkvision/Low-Light vision 600 ft, Scent 600 ft (1200 ft upwind, 300 ft downwind); PERCEPTION +44


AC 54, Touch 9, Flat-Footed 47 ( +7 DEX, -8 Size, +45 Natural Armor)
HP 916 (32d10+640) + 100 Mythic): Fast Healing 30
FORT +38, REF +25, WILL +24
Defensive Abilities – Block Attack, 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, Force 30, Negative Energy 30, Radiation 30, Sonic 30
SR 54


Speed 125', Climb 125'
Melee – 2 Slam +54 (6d8+43 +grab/ 19-20), Bite +53 (4d8+29) or +1 King's Flurry +54/+54/+49/+49/+44 (6d8+29) or Improvised Great Club +53/48/43/38 (8d6+58 +1d4) or Improvised Heavy Mace +53/+48/+43/+38 (6d6+29+1d4) or Improvised Grappling Hook +53 (special)
Space –  100' long x 150' wide x 320' height; Reach 120'
Special Attacks – Feral Savagery (Full Attack), Ferocity, Grab (Slam), Hurl Foe, Improvised Weaponry, King's Flurry, Massive Strikes, Throw Anything


STR 68 DEX 24 CON 50 INT 14 WIS 32 CHA 40
Base Attack +32 CMB + 69 (+73 to Bull Rush, +73 to Grapple, +73 to Trip)
CMD 86 (+88 vs Bull Rush, +88 vs Trip)
Feats – Combat Expertise, Combat Expertise (Mythic), Combat Reflexes, Critical Focus, Critical Focus (Mythic), Dazzling Display (Slam), Greater Bull Rush, Greater Trip, Greater Trip (Mythic), Improved Bull Rush, Improved Critical (Slam), Improved Initiative, Iron Will, Iron Will (Mythic), Multiattack, Power Attack, Power Attack (Mythic), Staggering Critical, Stunning Critical, Weapon Focus (Slam)
Skills – Acrobatics +26, Climb +64, Handle Animal +30, Perception +44, Sense Motive +27, Survival +27, Swim +35
Special Qualities – Divine, King's Stride, Massive, Powerful Blows (Slam)


Block Attacks (Ex): Constantly at war with the enemies of Skull Island, Kong is skilled at stopping and redirecting his opponent’s attacks. Once per round when King Kong is struck by a melee or ranged attack, he can attempt a melee attack using his highest attack bonus. If this result exceed the result from the attack made against him, Kong is unaffected by the attack as if it had missed.

Feral Savagery (Su): When an opponent has gained Kong's full attention in battle, they will soon find themselves on the receiving end of his rage. Whenever the god of Skull Island uses all of his natural attacks during a round of combat he can immediately attempt an additional attack against his opponent. This attack is made at his full base attack bonus, plus any modifiers appropriate to the situation. This additional attack does not stack with any means of gaining an additional attack and does not grant an extra action during the a round. The King’s Flurry cannot be used as this extra attack.

Improvised Weaponry (Ex): Born on the violent Skull Island, Kong had to learn to use everything in his environment to survive. With a suitably sized tree, tower, boulder, or rope-like object, Kong may act as though he is armed with a colossal great club, heavy mace, or grappling hook.

As improvised weapons, these instruments will last only so long as they can withstand the ferocity of Kong's attacks. All damage that Kong does to his opponent that overcomes the hardness of the object is done doubly to the improvised weapon. This ability works differently than the damage that the kaiju deities normally do to inanimate objects. Once the damage builds beyond the weapon's listed hit-points it shatters.

A improvised great club is a colossal tree, tower, or ship that Kong holds in two hands. A suitable tree has hardness 5 and 2640 hit points. A wooden ship has hardness 5 (a metal ship has hardness 10) and uses its listed hit-points from its stat block. A stone tower or building has 8 hardness and 720 hit points (due to lack of structural integrity once pulled from its foundation).

An improvised heavy mace is a colossal boulder that Kong holds in one hand. It has 8 hardness and 374 hit-points.

An improvised grappling hook is a suitably sized chain, train, or serpent creature (alive or dead) that can be used by Kong as a grappling weapon. He must make a successful attack roll to grapple his opponent.

A chain or other metal based grappling item has a hardness of 10 and 160 hit-points. A DC 40 Strength check is necessary to break a grapple made with such an object.

A gargantuan or colossal serpentine creature (like a Purple Worm or Sea Serpent) used as a grappling weapon by Kong uses its armor class and natural hit-points in the ensuing grapple. Kong's opponent must make a contested grappling check vs the creature to escape. This check is made using the creature's inherent abilities. If the creature is dead, it uses hardness 2 and half of its living hit points before being destroyed.

King's Flurry (Ex): As the king of Skull Island, Kong has learned to use all of his abilities to defend himself. Kong may make a King's Flurry as a full-attack action. When doing so, Kong has the Two-Weapon Fighting Feat when attacking with any combination of natural attacks. Kong does not need to use two different attacks to use this ability, allowing him to make this attack with any number of slams or bites as he likes. Kong uses his full Strength modifier for the damage rolls on all attacks made with King's Flurry (with the example provided being made with all slam attacks). Kong can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of the flurry.

King's Stride (Ex): Capable of using his powerful legs and arms to cover distances quickly, Kong can move through any sort of jungle, woodland, or urban terrain at normal speed. Magically manipulated forests or jungle lands still impede him as normal, as do cities fortified against kaiju attacks.

Massive Strikes (Ex): Each natural attack made by King Kong can target all creatures within a 30 foot square. He 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): Each day, the mighty Kong can expend a number of uses of mythic power equal to his mythic rank (10).  This amount is its maximum amount of mythic power.This ability allows Kong to go beyond the normal limits of his power to achieve feats worthy of the god of Skull Island.

- Surge (Su): Kong 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.

Powerful Blows (Ex): Kong's fists and elbows are harder than stone, granting his slam attacks a 1-1/2 times his strength bonus on damage rolls.

Environment Any (Jungle)
Organization Solitary (Unique)
Treasure None

Deep within the jungles of Skull Island, a god resides. A guardian, he watches over the inhabitants of his home and maintains the balance of its ancient ecosystem. As strong as the mountain which grants its name to the island and as wise as the people who call it home, King Kong is the ruler of Skull Island and one of the most powerful forces for good in all of Janjira. Even the greatest of the kaiju pantheon acknowledge his strength and ferocity, but within his savage heart buds a powerful empathy. Kong is the primary god of strength, though his influence also encompasses animals, balance, hidden sanctuary, the jungle, and righteous rule.

With a powerful form like a giant ape, Kong is an awe inspiring creature to behold. Standing over 300’ tall, the King of Skull Island moves about on 2 powerful legs as he gazes over the tops of trees and hills on his island home (though he is capable of traversing on all 4 limbs as a mundane ape does). With brilliant amber eyes hidden beneath a heavy brow, Kong looks every bit the ancient king that he is. Scars from previous battles cover his body, though many are covered by the thick brown hair covering his body. Combined with his prominent fangs and frightening gaze, King Kong is an intimidating creature to see. But his savage appearance belies a thoughtful mind and large heart; Kong is regarded far and wide for his protection of the people of Skull Island as well as its more peaceful animal inhabitants. But if one of his charges is endangered, the source of the threat should be cautious, lest they find themselves on the receiving end of Kong’s wrath. Even the slightest threat to his domain is enough to draw a violent response from Kong.

Among the good kaiju gods, Kong gets along best with Mothra. The pair share an interest in caring for those under their protection, giving the lonely guardian a kindred spirit to look to from time to time. Likewise, Biollante and Kong share similar spheres of influence, though the two of them rarely interact given Kong’s chosen home on Skull Island. Indeed, because the god of Skull Island rarely interacts with the other gods due to the isolated location of his home.

Kong has a tumultuous relationship with the neutral gods by and large. Rodan typically gets along best with Kong as both seek simply to be free from any control. In contrast, Kong wholeheartedly distrusts Kiryu. Be it a consequence of living on an island so heavily populated by strange, exotic life forms or some deeper resentment on behalf of the deity himself, none can say. Kong simply does not trust machines. But the neutral god that gives Kong the most cause for violence is Godzilla. Godzilla and Kong are the fiercest of rivals, with Godzilla being one of the few opponents that can lure Kong off of his island home. These mighty kings of the kaiju pantheon are nearly equal in power, leading to several brutal battles over the centuries. With victories on both sides, there seems to be nothing that can end their feud. They are both simply too proud or angry to recognize that the other is just as necessary for the protection of the world. Should a partnership ever be founded between the two, it is unlikely that any force could stand against them and survive.

Among the evil kaiju gods, there is not one that Kong trusts or would not destroy. Kong holds no particular enmity for any of them, save perhaps King Ghidorah. The haughty hydra that would be king may be the only kaiju more worthy of Kong’s ire than Godzilla. However such villains rarely attack Skull Island, recognizing it for the natural fortress that it is. It is only on the rare occasion that Kong ventures off of Skull Island that his enemies choose to attack.

King Kong Worship

As a protective and caring guardian, King Kong is one of the most well regarded members of the kaiju pantheon. Many fighters, monks and paladins call him their deity, citing his protective nature and strength as reasons for following him. In addition, a number of rangers, druids, and game wardens look to Kong for inspiration thanks to his firm but nurturing caretaking of Skull Island. Humans make up the bulk of Kong’s worshippers, seeming to find a great deal in common with the King of Skull Island. There are many Half-Orcs, Dwarves, and other stout races that follow Kong as well, in addition to intelligent animals and magical beasts the world over.

These most devout of these people spend their lives seeking to protect those who cannot protect themselves. Often acting alone, these brave warriors utilize their strength (and often times a great club) to stop the persecution of the innocent. Many causes have been championed by followers of Kong, their no nonsense approach often times bringing a welcome break from the social complexities that mar great causes. The largest gathering of Kong worshippers belong to the Guardian's Brigade, a guild of warriors who follow the tenets of the warrior gods like King Kong. Though some followers of Godzilla, Gamera, and Kiryu also work within this organization, the followers of Kong outnumber them, using their strength and courage to guide the Brigade on its righteous path.

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