Credits

Art Credit.

Cover/Page 1 Godzilla KOTM GodzillaVsGhidorah Textless 02 by Awesomeness360 on Deviantart.com; original art owned by Warner Bros Studios.

Cover Page with text and Page Textures and Stains made by @MagePajamas on Twitter.com.

Page 2 His Majesty by Arvalis on Deviantart.com.

Page 4 Godzila Rises by Skybolt on Devintart.com.

Page 5 Battra, Dark Destruction by Hayama Kohei.

Page 6 Godzilla King of the Monsters Concept Art 1 from Warner Bros. Studios.

Page 7 Kong: Skull Island Illustration by yinyuming on Deviantart.com.

Page 8 Mothra, Protector of Earth by InkVeil-Matter on Deviantart.com

Page 9 Bio-Qaurtz Spacegodzilla by Svetlin Velinov (MTG).

Page 10 Godzilla: Rulers of Earth Japanese cover by KaijuSamurai on Deviantart.com.

Page 11 Behemoth in Godzilla Dominion by Alquimista4433 on Deviantart.com

Page 12 Commission: MEGALON VS. JET JAGUAR by VanHeist on Deviantart.com

Page 13 Mutos vs Skullcrawlers (Color Job) by SeaGunsLives on Deviantart.com

Page 14 Warbat Attacking APEX soldiers by JessZilla2000 on Deviantart.com

Page 15 Mecha-King Ghidorah Colors by KillustrationStudios on Deviantart.com

Page 16 MM 2020: Ghidorah by InkyBrain on Deviantart.com

Page 18 Pacific Rim by Kclub on Deviantart.com

Page 18 /u/NotTheSmooze's Mech Pilot Subclass for initial inspiration.

Page 19 Mechagodzilla fanart by NaramSinha on Deviantart.com

Page 20 Jaeger Contest by fLieRz on Deviantart.com

Page 21 Kong vs Godzilla G-Fest edition by KaijuSamurai on Deviantart.com

Page 22 MOTHRA Power by PiGeon-OC on Deviantart.com

Page 23 Mothra vs Rodan by PiGeon-OC on Deviantart.com

Page 24 Shin Godzilla vs MechaGodzilla G-FEST print by KaijuSamurai on Deviantart.com

Page 25 Godzilla Night 6 Poster - clean by KaijuSamurai on Deviantart.com


Page 26 Rodan Concept KotM by Godzilla-Kong (c) Toho, Legendary

Page 27 Godzilla: King of the Monsters: Fire by pyrasterran on Deviantart.com

Page 28 Godzilla 2019 vs King Ghidorah 2019 Epic Battle by MissSaber444 on Deviantart.com

Page 29 Godzilla King of the Monsters: Cover 9 by MissSaber444 on Deviantart.com

Page 30 Dual Duel by legendfromthedeep on Deviantart.com

Page 31 Kong of Skull Island_Test Page 02 by BryanValenza

Page 32 Shin Godzilla Gabe Final by Gabezilla2015

Page 33 Destroyah Redesign by NoBackstreetboys on Deviantart.com

Page 34 The Fire Demon by eatalllot on Deviantart.com

Page 35 Godzilla vs Kong by GARAYANN on Deviantart.com

Page 36 Idol of Mothra by @MagePajamas on Twitter.com

Page 36 Miniature Absolute Zero Cannon by @MagePajamas on Twitter.com

Page 37 Elixir of Tyrant's Blood by @MagePajamas on Twitter.com

Lead Designer/Producer.

Primerva - /u/chaoskings35.
Patreon Credit/Shoutout. WofulBadge2, Spencer Alexander, Cultist234, The Cursed Few, Sidney Wade, Phlip Ball-Willis, Hayden Young, Jonny Knowles, Exodus Alpha, Wilson Riley, William Peck, Sir Soothing Voice, Chris Watson, Chaos_Chain, Chris, Sean 'Cabeca Duru' Farmiloe, Theotokos, MLG Zombie, Tina, Kelly Ryan. Thank you all so much for your support!

Primerva's Guide to Kaijuborn is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Table of Contents

Chapter 1: The Kaijuborn................................................3

Anguirus, Baragon, Battra, Biollante, Caesar.........................................................................................................4
Destoroyah, Ebirah, Gamera.......................................................................................................5
Ghidorah, Gigan, Godzilla, Hedorah......................................................................................................6
Kong, Kumonga, Mothra.........................................................................................................7
Mechagodzilla, MUTO, Rodan,..........................................................................................................8
Space Godzilla, Zilla..............................................................................................................9
Amhuluk, Behemoth, Camaztoz, Gabara.........................................................................................................11
Jet Jaguar, Megalon, Methusalah, Precursor Creation.......................................................................................................12
Scylla, Shinomura, Skullcrawler................................................................................................13
Spirit Tiger, Tiamat, Varan, Warbat..........................................................................................................14
Dorat, Desghidorah, Mecha Ghidorah......................................................................................................15
Monster X, Planet-Eater Ghidorah......................................................................................................16

Chapter 2: Other Races, Subraces, and Variants..................................................17

Precursor, Xilien, Human-Kaiju Hybrid.........................................................................................................17

Chapter 3: Subclasses................................................18

Artificer: Jaeger Pilot............................................................................................................18
Barbarian: Path of the Titan............................................................................................................21
Druid: Circle of the Divine Moth.............................................................................................................22
Paladin: Oath of the Monster King..............................................................................................................24
Sorcerer: Rodan Brood............................................................................................................26
Warlock: Otherworldly Patron King Ghidroah......................................................................................................28

Chapter 3: Feats.........................................................31

Chapter 4: Items.........................................................35

If you like this, check out The Worldspire Journal on Patreon at https://www.patreon.com/Primervadndb!

Chapter 1: The Kaijuborn

This chapter presents a new race option for players in the form of the kaijuborn. The kaijuborn are the people warped by the presence of an orignal kaiju such as Anguirus, Godzilla, or Rodan. In total, there are 18+ subraces in this section that represent well known or otherwise influential kaiju from across the last century of comics, film, and television.

Kaijuborn

"Monsters are tragic beings. They are born too tall, too strong, too heavy. They are not evil by choice. That is their tragedy. They do not attack people because they want to, but because of their size and strength, mankind has no other choice but to defend himself. After several stories such as this, people end up having a kind of affection for the monsters. They end up caring about them." - Ishiro Honda.

Kaijuborn Traits

Your kaijuborn is a descendant of those who were transformed by the presence of the kaiju.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Age. Their life span is unknown. Kaijuborn have been known to live for as long as the true dragons, if not longer. They reach maturity around 100 years old.

Creature Type. You are a Humanoid and a Monstrosity.

Size. Kaijuborn are usually well over 7 feet in height and weigh anything from 250 to 650+ pounds. You are a medium creature, but just barely.

Speed. Your base walking speed is 30 feet.

Language. You can speak, read and write Common and Primordial (Kaiju).

Energy Weapon. You can use your action to exhale or emit destructive energy. Your kaiju ancestry determines the size, shape, and damage type of the energy. When you use your energy weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your kaiju ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.

After you use your energy weapon, you can’t use it again until you finish a short or long rest.

Natural Armor. When you aren’t wearing armor, your AC is 13 + your Dexterity or Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Original Subraces

Anguirus

Anguirus kaijuborn are relentless fighters and trustworthy friends.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Rolling Attack. As an action, an Anguirus kaijuborn can roll 5 feet straight forward and attempt to hit a creature with a mighty slam. Make an attack roll. On a hit, the target takes 1d4 + your Strength modifier bludgeoning damage.

Sonic Roar. Your energy weapon deals Thunder damage in a 10 foot radius around you. Your energy weapon imposes a Constitution saving throw.

Baragon

Baragon kaijuborn fight for good and the protection of their sacred lands.

Control Earth. You know the mold earth cantrip. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race).

Burrow. You have a burrowing speed of 10 feet and leave a tunnel that can be crawled through behind you when you burrow.

Flame Ray. Your energy weapon deals fire damage
in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Battra

Unlike their counterpart, battra kaijuborn are self-interested and enjoy destruction.

Force Field. You can cast the shield spell once. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race). You can also cast this spell with any spell slots you have.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Prism Beams. Your energy weapon deals Necrotic damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Biollante

Like your progenitor, you are a Godzilla mutant. Biollante kaijuborn are said to have the most human souls.

Acid Lob. You know the acid splash cantrip. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race).

Corrosive Sap. Your energy weapon deals Acid damage in a 15 foot cone. Your energy weapon imposes a Constitution saving throw.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal due to your tendril-like limbs.

Caesar

Caesar kaijuborn are widely regarded as benevolent music lovers.

Backfire. Caeser kaijuborn lack a traditional breath weapon. Instead, as a reaction when you would take damage from a line attack, such as the lightning bolt spell, or an energy weapon, such as a blue dragon's lightning breath, you can attempt to reflect the damage back at them. When you do so, the damage you take from the Attack is reduced by 1d10 + your Constitution modifier + your level. You fire back a beam that deals Lightning damage equal to the amount you rolled on a failed save, or half as much on a success. Your backfire imposes a Dexterity saving throw.

Leap. You are always under the effects of the jump spell.

Trained Fist. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Bludgeoning damage equal to 1d4 + your Strength modifier.

Destoroyah

Born from an attempt to kill Godzilla, the progenitor of the Destoroyah kaijuborn, and by extention its descendants, are bringers of death.

Inner Jaw. Your fanged inner jaw is a natural weapon, which you can use to make unarmed strikes. If you hit with
it, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.

Micro-Oxygen Beam. Your energy weapon deals
Necrotic damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Constitution saving throw.

Regeneration. As a bonus action, you can spend a number of hit dice equal to your proficiency bonus to heal an
amount equal to the number rolled. Once you have used
this feature, you cannot do so again until you complete a long rest.

Ebirah

Ebirah is the colossal lobster kaiju. Probably good with butter, if you don't die trying to eat it.

Amphibious. You can breath air and water. You have a swimming speed of 30 feet.

Crustacean Claws.

Hydro Cannon. Your energy weapon deals Bludgeoning damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Gamera

Gamera is a friend to children and protector of the
universe. Humans often find it easy to get along with
Gamera kaijuborn.

Plasma Fireballs. Your energy weapon deals Fire damage in a 15 foot cone. Your energy weapon imposes a Dexterity saving throw.

Shell Armor. You thick shell provides extra protection. Your natural armor AC increases by +1.

Shell Flight. You can withdraw into your shell as an action. Until you emerge, you have a flying speed of 20 feet and your AC increases by +2. While in your shell, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only actions you can take are a bonus action to emerge from your shell or an action to ram into a creature, dealing 1d4 + your Strength modifier Bludgeoning damage on a hit.

Ghidorah

You are a child of the sadistic three-headed monster dragon, King Ghidorah. Your alien ancestry and intellect give you a great advantage in combat.

Gravity Beams. Your energy weapon deals lightning damage in a 15 foot cone. Your energy weapon imposes a Constitution saving throw. If a creature fails their saving throw by 5 or more, you can move them 10 feet horizontally in a direction you choose.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy
armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Tyrant King. You can channel your tyrant blood to cast the spell command once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race). You can also cast this spell with any spell slots you have.

Gigan

Your origins, like many kaiju, are alien. Like your namesake, you a a cyborg created for a purpose.

Buzzsaw. As a bonus action, you can deal 1d6 + your Strength modifier Slashing damage to any creature grappling you or any creature grappled by you.

Cluster Light Beam. Your energy weapon deals Fire damage in a 15 foot cone. Your energy weapon imposes a Dexterity saving throw.

Cyborg Construction. Even though you were constructed, you are a living creature. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead
of sleeping, you enter an inactive state for 8
hours each day as your body recharges.
You do not dream in this state; you are
fully aware of your surroundings
and notice approaching enemies
and other events as normal.

Godzilla

Your body is thick with scales and atomic energy burns within you. Like your progenitor kaiju, you are mighty and proud.

Amphibious. You can breath air and water. You have a swimming speed of 30 feet.

Atomic Breath. Your energy weapon deals Radiant
damage in a line 30 feet long and 5 feet wide.
Your energy weapon imposes a Dexterity saving throw. If a creature fails its saving throw by 5 or more, you deal an additional 1d6 damage.

King of the Monsters. Nothing strikes fear in the children of Godzilla, and you are no different. Fear effects
rarely work on you. You have advantage on saving
throws against being Charmed and
Frightened.

Hedorah

Born from sludge and pollution, Hedorah and his children are barely humanoid.

Alien Pollution. You have resistance to Poison damage.

Poisonous Burst. You know the poison spray cantrip. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race).

Sulfrous Spray. Your energy weapon deals Poison damage in a 15 foot cone. Your energy weapon imposes a Constitution saving throw.

Kong

Like King Kong himself, Kong kaijuborn are powerful melee fighters who demand respect.

King's Grasp. Your fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Bludgeoning damage equal to 1d4 + your Strength modifier. You can attempt to grapple a creature as a bonus action whenever you hit it with your unarmed strike.

Natural Climber. You have a climbing speed of 30 feet.

Primal Roar. Your energy weapon deals Thunder damage in a 10 foot radius around you. Your energy weapon imposes a Constitution saving throw.

Kumonga

Kumonga kaijuborn are spider-like and possess webspinning capablities.

Web Sense. While in contact with a web, you know the exact Location of any other creature in contact with the same web.

Webspinning. Your energy weapon deals Bludgeoning damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Strength saving throw. A creature hit by your energy weapon has their speed halved until they spend an action to remove your sticky webbing. Additionally, your energy weapon turns the full distance of it into difficult terrain for 1 hour or until it is removed by fire or rain.

Web Walker. Your spider-like body makes it so that webbing does not stick to you like other races. You ignore movement restrictions caused by webbing.

Mothra

Steeped in ancient mystery, Mothra and her brood are regarded as the kindest and brightest of all kaijuborn.

Antenna Beam. Your energy weapon deals Radiant damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Lifeforce Exchange. Mothra Kaijuborn can sacrifice their life force to empower others. As an action, you can deal 2d4 Necrotic damage to yourself. This damage cannot be reduced in any way. An ally of your choice within 10 feet of you heals equal to half of the amount rolled. If this damage reduces you to 0 hit points, they heal equal to the full amount instead.

Once you have used this feature, you cannot do so again until you complete a long rest.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Mechagodzilla

You are the artificial creation made using the body of a Godzilla kaijuborn.

Absolute Zero Cannon. Your energy weapon deals Cold damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Cyborg Construction. Even though you were constructed, you are a living creature. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 8 hours each day as your body recharges. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Maser Cannons. You know the fire bolt cantrip. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race).

MUTO

MUTO and MUTO kaijuborn are atomic parasites that feed on other kaiju and their children.

Atomic Parasyte. You have resistance to Radiant damage.

Back Spines. Grapple checks made against you are made at disadvantage.

EMP. Your energy weapon deals no damage. Instead, it forces each creature in a 15 foot radius of you to make a Constitution saving throw. On a failed save, a creature cannot use an energy weapon, such as a dragon's breath wepon, and cannot cast or use any spells from innate spellcasting or racial features until the end of their next turn.

Rodan

Kaijuborn descending from Rodan are regarded as hot-headed and self-interested, but with a heart of gold.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Stoke the Flames. Whenever you move more than half of your speed on your turn, you can use a bonus action to imbue your melee attack rolls with the fire of your body, causing them to deal an additional 1d4 Fire damage until the start of your next turn. Once you have used this feature, you cannot do so again until you finish a long rest.

Uranium Heat Beam. Your energy weapon deals Fire damage in a 15 foot cone. Your energy weapon imposes a Dexterity saving throw.

Space Godzilla

You are a child of Space Godzilla, a mutant created from Godzilla. You are similar in look and size to the Godzilla Kaijuborn, except you possess large crystal formations on your shoulders and across your body.

Alien Mind. You have advantage on all Charisma, Intelligence, and Wisdom saving throws against magic.

Corona Beam. Your energy weapon deals Lightning damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Levitation. Starting at 3rd level, you can cast the spell levitate once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race). You can also cast this spell with any spell slots you have.

Zilla

A lesser known kaiju distantly related to Godzilla, the zilla species of kaiju is a more animalistic and iguana-like. Physically, it resembles something in between Godzilla and an oversized tyrannosaurus rex.

Amphibious. You can breath air and water. You have a swimming speed of 30 feet.

Power Breath. Your energy weapon deals Fire damage in a 15 foot cone. Your energy weapon imposes a Dexterity saving throw.

Natural Sprinter. Your base walking speed increases by 5 feet.

Primordial (Kaiju)

Kaiju Primordial is animalistic and primal. It is a simple language, even in comparison to a dialect like Terran. Its most common vocalizations are deep, throaty rumbles and loud roars.

New Subraces

Amhuluk

Your progenitor is the plant-bodied head kaiju, Amhuluk.

Amphibious. You can breath air and water. You have a swimming speed of 30 feet.

Elastic Limbs. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Plant Body. Your creature type is Humanoid, Monstrosity, and Plant.

Telekinetic Burst. Your energy weapon deals Force damage in a 15 foot cone. Your energy weapon imposes a Strength saving throw.

Behemoth

Your progenitor is a large, mammoth-like kaiju with the ability to grow vegetation.

Reforestation. You know the druidcraft cantrip. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race).

Seismic Wave. Your energy weapon deals Thunder damage in a 15 foot Radius around you. Your energy weapon imposes a Constitution saving throw

Tusks. Your tusks are natural weapons, with which you can make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Camazotz

Your progenitor is the massive, bat-like Kaiju, Camazotz.

Echolocation. As a bonus action, you can make a chittering noise to gain Blindsight out to 15 feet until the start of your next turn. You cannot use this feature if you are unable to make noise.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Sonic Screech. Your energy weapon deals Thunder damage in a 15 foot cone. Your energy weapon imposes a Constitution saving throw.

Gabara

You are a child of Gabara; the venemous and electrical kaiju.

Electrical Current. Your body conducts electricity. You have resistance to Lightning damage and whenever you take Lightning damage, your next unarmed strike or attack with a metallic object deals an additional amoutn of Lightning damage equal to your Charisma modifier.

Hammer Punch. Your powerful amrs are a natural weapon, with which you can make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier Bludgeoning damage.

Smoke Breath. Your energy weapon deals Poison damage in a 15 foot cone. Your energy weapon imposes a Constitution saving throw.

Jet Jaguar

You are reproduction model of Jet Jaguar; a robot that fights alognside good.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Robotic Construction. Even though you were constructed, you are a living creature. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day as your body recharges. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Size Change. You do not possess an energy weapon. Instead, you can cast the spell enlarge/reduce on yourself a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race). You can also cast this spell with any spell slots you have.

Megalon

You are a child of Megalon; the Guardian of Seatopia.

Beast Killer Light Ray. Your energy beam deals Radiant damage in a 15 foot cone. Your energy weapon imposes a dexterity saving throw.

Drill Arms. Your drill like amrs are a natural weapon, with which you can make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Geothermal Napalm. You know the fire bolt cantrip. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race).

Methuselah

Your progenitor is a living mountain of a beast, and has all the benefits being a living mountain entails.

Mountainous Camouflage. You have advantage on Dexterity (Stealth) checks in mountainous or other rocky terrain.

Rock Blast. Your energy weapon deals Bludgeoning damage in a line 15 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

A creature who fails their saving throw by 5 or more is knocked prone.

Rock Solid. Your natural armor class increases by +1.

Precursor Creation

Adaptable. You can spend 10 minutes adjusting your biology to adapt to your environment. When you do so, you become acclimated to it. If the environment is aquatic, you also gain the ability to breathe water. This effect lasts until you use it again or until you finish a long rest.

Kaiju Blue. Precursor Creation kaijuborn lack a traditional energy weapon. Instead, your toxic, ammonia based blood deals damage whenever you bleed. When you take take damage that isn't Fire or Psychic, you can use your reaction to force each creature within 10 feet of you to make a Constitution saving throw. The DC for this saving throw is the same as if you had an energy weapon. A creature takes 1d6 Acid and 1d6 Poison damage, or half as much damage on a success. The damage increases to 2d6 Acid and 1d6 Poison at 6th level, 2d6 Acid and 2d6 Poison damage at 11th level, and 3d6 Acid and 2d6 Poison damage at 16th level.

After you use your Kaiju Blue, you can’t use it again until you finish a short or long rest.

Two Brains. Due to your two brains, mind-altering effects don't work on you easily. You have Advantage on saving throws against being Charmed, Frightened, or put to sleep.

Scylla

Your progenitor is the Cthulhu-esque crustacean/squid kaiju known as Scylla.

Amphibious. You can breath air and water. You have a swimming speed of 30 feet.

Liquid Nitrogen Emission. Your energy weapon deals Cold damage in a 15 foot cone. Your energy weapon imposes a Strength saving throw.

Waterborne Disease. Your body weaponizes waterborne bacteria, creating an environment where superbacteria can thrive. When in water, creatures within 5 feet of you must make a Constitution saving throw at the beginning of each of their turns. The DC for this saving throw is the same as your energy weapon DC. On a failed saving throw, that creature is Poisoned for up to 1 minute. A creature can repeat their saving throw at the end of their turn, ending the effect on a success. A creature who succeeds on their saving throw is immune to this effect for 24 hours.

Shinomura

Your progenitor is the strange colony organism Shinomura.

Colony Organism. Your body is composed of hundreds of millions of unique cellular organisms working together to make your body. You have advantage on death saving throws and you can regrow any lost body parts over the course of a long rest.

Composite Structure. You do not possess an energy weapon. Instead, you can separate your body into two distinct creatures as an action. When you do so, the resulting duo of creatures each have half your current Hit Points, half your movement speed, are one size smaller than you, and each only have one action or bonus action and only one of them can take a reaction each round. Otherwise, they each share your in game statistics. For the time that the two distinct versions of you exist, they have different turns and operate on the same initiative.

This effect lasts until you end the effect as an action while the two are within 5 feet of each other. If one dies, the other will regrow into the full body once a long rest is completed.

Once you have used this feature, you cannot do so again until you complete a long rest.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Skullcrawler

Your progenitor is the apex predator of Skull Island; a sadistic race of hunters responsible for the slaughtering of much of the Kong species.

Burrow. You possess a Burrow speed of 5 feet. When you use this speed, you leave a space behind you that is 5 feet wide and 5 feet tall.

Mimicry. You do not possess an energy weapon. Instead, you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Prehensile Tongue. You possess a long tongue that you can use to manipulate your surroundings within 10 feet of you. You can use a bonus action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. Your tongue cannot attack, activate magic items, or carry more than 10 pounds.

Spirit Tiger

Your progenitor is the spirit tiger of Skull Island. It is a mysterious beast who keeps to itself most of the time.

Euphoria Pheromone. Your energy weapon deals Psychic damage in a 10 foot radius around you. Your energy weapon imposes a Constitution saving throw.

Alternatively, you can use your energy weapon to cast the spell charm person on a single creature within range.

Tiger Stripes. You have advantage on Dexterity (Stealth) checks made in a forested environment.

Tooth and Claw. Your powerful jaw and mighty claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Piercing or Slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Tiamat

Your progenitor is an underwater rival to Godzilla who took residence in his ancestral home long ago.

Amphibious. You can breath air and water. You have a swimming speed of 30 feet.

Hydrokinesis. Your energy weapon deals Bludgeoning or Cold damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Constitution saving throw.

Razor Scales. Your scales are sharp as knives. Any creature grappling you or grappled by you takes 1d6 Slashing damage at the start of each of your turns.

Varan

You are a child of Varan; the triphibian Kaiju.

Amphibious. You have a swimming speed of 30 feet. You can breathe in air and water.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Sonic Beam. Your energy weapon deals Thunder damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Constitution saving throw.

Warbat

Your progenitor is a powerful, snake-like predator in the Hollow Earth known for its potent venom and leathery wings.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Venomous Fangs. Your fangs are natural weapons, with which you can use to make unarmed strikes. If you hit with your fangs, you deal 1d4 + your Constitution modifier Poison damage.

Venom Spray. Your energy weapon deals poison damage in a line 15 feet long and 5 feet wide. Your energy weapon imposes a Constitution saving throw.

Ghidorah Variant Subraces

Dorat

You are a child of a small, cute Ghidorah precursor species.

Size. Your size is Small instead of the medium normal for kaijuborn.

Dorat Beam. Your energy weapon deals Lightning damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Emotional Sense. Starting at 5th level, you can cast the spell detct thoughts once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race). You can also cast this spell with any spell slots you have.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Desghidorah

Desghidorah is a hyper violent branch of the Ghidorah family tree who possesses destructive hellfire abilities.

Fiery Pyre Road. Starting at 3rd level, you can cast the spell earth tremor once with this trait and regain the ability to do so when you finish a long rest. When you cast this version of earth tremor, the damage dealt is Fire instead of the Bludgeoning damage normal for the spell. Intelligence, Wisdom or Charisa is your spellcasting ability for these spells (choose when you select this race). You can also cast this spell with any spell slots you have.

Lava Gout Energy Bolts. Your energy weapon deals Fire damage in a 15 foot cone. Your energy weapon imposes a Constitution saving throw.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.

Mecha Ghidorah

Not all Ghidorah's are equal. Some require the aid of science!

Cyborg Construction. Even though you were constructed, you are a living creature. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 8 hours each day as your body recharges. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Laser Triple Beam. Your energy weapon deals Radiant damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Limited Flight. You have a flying speed of 30 feet. To use this speed, you cannot be be wearing medium or heavy armor. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage.


Monster X

Your progenitor is the apex of the Ghidorah species, though in an unrefined, immature form. In time, you will grow into the power that is your birthright and dominate worlds. Emperor above King!

Bite. Your bite is a natural weapon, with which you can make unarmed strikes. If you hit with it, you deal Piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Destroyed Thunder Gravitational Beams. Your energy weapon deals Lightning or Necrotic damage in a line 30 feet long and 5 feet wide. Your energy weapon imposes a Dexterity saving throw.

Keizer Ghidorah Transformation. When you deal Necrotic damage to a creature, you can choose to transform into Keizer Ghidorah as a bonus action for up to 1 minute, or until you end the effect as a bonus action. For the duration, you lose all features of this subrace and gain all features of the Ghidorah subrace.

Once you have used your Keizer Ghidorah Transformation, you cannot do so again until you finish a long rest.


Planet-Eater Ghidorah

You are a child of the planet-eater ghidorah of Exif legend; an apocalyptic monster of the void between all things.

Selective Intangibility. When you would take damage from a source you can see, you can use your reaction to reduce that damage to 0 and the attack passes harmlessly through you. Once you have used this feature, you cannot do so again until you finish a long rest.

Space-Time Distortion. Your very being alters the perception of time of other creatures around you. Any attempt to tell time accurately in a 10 foot cube around you is off by minutes to hours. A creature with the Keen Mind feat can tell how many hours left their should be before sunrise or sunset, but not how long it actually will be due to their senses being distorted.

Super Gravity. Your energy weapon deals Force damage in a 10 foot cube around you. Your energy weapon imposes a Strength saving throw.

Chapter 2: Other Races, Subraces, and Variants

Precursor

Precursor Traits

Precursors are tall, insectoid aliens from the Anteverse; another universe bordering our own. They are conquerors and scientists with exceptional talent for making and controlling kaiju and other monsters of gigantic proportions.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Age. Precursors can live for millions of years under the right ciscumstances. Most only live for a few thousand unless they are high up in the hierarchy.

Creature Type. You are a Humanoid and an Aberration.

Size. Precursors are exceptionally tall and lithe beings from another universe. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Language. You can speak, read, and write Common, Deep Speech, and Primordial (Kaiju).

Biomechanical Science. You have proficiency in the Arcana and Medicine skills. You can use your Intelligence modifier in place of your Wisdom modifier for Medicine checks.

Chitin Shell. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Kaiju Control. You can cast the spell hold person once with thait trait and regain the ability to to do so when you finish a long rest. When you use this version of hold person, it can also target monstrosities. Intelligence, Wisdom or Charisa is your spellcasting ability for it (choose when you select this race). You can also cast this spell with any spell slots you have.

Insectoid Wings. You possess a pair of insectoid wings. So long as you are not wearing Medium or Heavy armor, you have a flying speed equal to your walking speed. You must land at the end of each of your turns. If you do not, you fall at a rate of 60 feet per round, taking no damage from falling in this way.

Xilien

Xilien Traits

Xiliens are humanoid aliens who have a unique control over kaiju and possess nearly supernatual strength, speed, and reflexes.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Age. Xiliens age like most other races and die at about 100 years of age.

Creature Type. You are a Humanoid.

Size. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Language. You can speak, read, and write Common, Xilien, and Primordial (Kaiju).

Keizer Mutant. Xiliens have interbred with humanity for thousands of years causing a mutation that grants superhuman abilities in their kind. You gain the following Benefits:

  • Your unarmed strikes deal 1d4 + your Dexterity or Strength modifier (choose when you select this race). If you have a class feature or feat that grants you unarmed damage, your unarmed damage die increases by 1 step instead.
  • You can take the Disengage action as a bonus action on each of your turns.

Planetary Deceivers. You have proficiency in the Deception and Persuassion skills. Additionally, creatures who make an Insight check against you to determine if you are lying, do so at disadvantage.

Xilien-Keizer Magic. You know the friends cantrip. Starting at 3rd level, you can cast the spell alter self once with this trait and regain the ability to do so when you finish a short or long rest. Intelligence, Wisdom or Charisa is your spellcasting ability for these spells (choose when you select this race). You can also cast this spell with any spell slots you have.

Human Variant

Human-Kaiju Hybrid

In an insidious attempt to undermine humanity's efforts to survive, the precusor race combined the arcane science behind the creation of the kaiju with human DNA to create hybrids meant to destabalize, spy on, and destroy the living on their would be home.

Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are a Humanoid and a Monstrosity.

Kaiju Transformation. Starting at 3rd level, you can shed your human form as an action to take on the power of a kaiju for up to 1 minute, or until you end it as a bonus action. You gain the following benefits while transformed:

  • You grow one size larger as if you were under the effects of the enlarge/reduce spell.

  • You gain a natural armor score of 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Once you have used this feature, you cannot do so again until you complete a short or long rest.

Monstrous Nature. You have proficiency in the Athletics or Survival skill. Choose one when you select this race.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Chapter 3: Subclasses

Artificer: Jaeger Pilot

When the kaiju came, humanity had to create their own monsters to survive. In the face of extinction, the choice was made to fight and do everything in their power to win a war with alien beings from another reality.

Jaeger Mechanic

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools or tinker's tools. If you already have one these proficiencies, you can instead gain proficiency with one other type of artisan's tools of your choice.

Jaeger Pilot Spells

You know the mending cantrip. It does not count against your artificer spells known.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Jaeger Pilot Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Jaeger Pilot Spells
Level Spells
3rd Shield, Thunderwave
5th Levitate, Shatter
9th Counterspell, Fireball OR Lightning bolt (Choose 1)
13th Fire Shield, Otiluke's Resilient Sphere
17th Antilife shell, Conjure Volley

Jaeger Pilot Recruit

At 3rd level, you have trained to pilot and control a Jaeger. Jaegers are designed to fight and kill kaiju and other colossal threats to humanity with extreme prejudice.

At this stage, you only have access to a personal Jaeger that you have created. Your Jaeger is a Large sized magical object with an AC equal to 10 + Intelligence modifier + half your Proficiency bonus (rounded up). Your Jaeger gains hit points as you do, rolling a d10 + your Intelligence modifier for its hit dice. Its hit points at 3rd level is 20 + your Intelligence modifier.

Your Jaeger has a Strength score equal to your Intelligence score and a base walking speed of 30 feet. It is immune to Psychic and Poison damage, as well as the following conditions: Charmed, Frightened, Poisoned, and Unconscious.

While within 5 feet of your Jaeger, you can use your action to activate and enter your Jaeger. You can exit your Jaeger with a bonus action. When it is not activated, your Jaeger follows you in the form of a Medium-Sized mechanical ball with a base walking speed of 30 feet. While in your active Jaeger, you have its Armor Class, speed, Strength score, and you gain its immunities and resistances. You lose all other speeds you have unless they are granted by a magical source.

When your Jaeger is reduced to 0 hit points, it is destroyed and cannot be piloted until you spend at least 1 minute to repair it, or until it is healed using the mending cantrip. When you heal your Jaeger using the mending cantrip it regains 1d10 Hit Points. You can use your reaction to eject yourself to a safe space within 15 feet of your Jaeger when your Jaeger is destoryed.

Anti-Kaiju Weapons

Also starting at 3rd level, you Jaeger is outfitted with weaponry designed to kill kaiju. Choose one from the Absolute Zero Cannon, Chain Sword, Jet Kicks, Plasmacaster, or Rocket Fist. Your jaeger is outfitted with that weapon. If you create a new Jaeger, you can choose to replace the old weapon with a new weapon from this list. You can activate one of your Jaeger's Anti-Kaiju Weaponry as a bonus action. At 9th level and 15th level, you choose an additional anti-kaiju weapon and add an additional damage die to your anti-Kaiju weapons.

If you Jaeger's Anti-Kaiju Weapon has a saving throw, the DC for it is equal to your Spell Save DC.

Absolute Zero Cannon. When you activate this weapon, you release a beam of cold in a line 15 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. On a failure, a creature takes 2d6 Cold damage, or half as much on a success.

Chain Sword. When you activate this weapon, make a melee spell attack against a target within 10 feet of you. On a hit, you deal 1d8 + your Strength modifier Slashing damage. You ignore resistance to Slashing damage when you make attacks with this weapon.

Jet Kicks. When you activate this weapon, make a melee spell attack against a target within 10 feet of you. On a hit, you deal 2d6 Fire damage. Also as a bonus action, you can activate your jet kicks to enhance your jumps or reduce falling damage. While active, your jump distance is doubled and you take half damage from falling.

Plasmacaster. When you activate this weapon, make a spell attack against a target within 10 feet of you. On a hit, you deal 1d8 + your Strength modifier Lightning damage and the target must make a Constitution saving throw. On a failure, the target is Incapacitated until the start of its next turn due to the electric shock.

Rocket Fist. When you activate this weapon, make a melee spell attack against a target within 5 feet of you. On a hit, you deal 1d10 + your Strength modifier Bludgeoning damage and the target must make a Strength saving throw. On a failure, the target is pushed up to 10 feet away from you.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Kaiju-Proof Shielding

At 9th level, your Jaeger gains resistance to Radiation Damage and Bludgeoning, Piercing, and Slashing damage from creatures smaller than Colossal size. At 15th level, you Jaeger resists even the mightiest blows and gains resistance to all Bludgeoning, Piercing, and Slashing damage.

The Drift

Also starting at 9th level, if you have an ally nearby, you can choose to pilot it together as a bonus action.

When you do so, you and the other pilot must make an Intelligence saving throw. The DC for this saving throw is 18 and goes down by 8 if you are exceptionally close friends, family, or share some other intimate connection. On a success, you gain access to each others thoughts and memories and can pilot the Jaeger together. On a failure for either pilot, you both get lost in the Drift and you roll a die at the beginning of each pilot's turn. On an even number, the Jaeger moves to attack the nearest creature to it with an Anti-Kaiju Weapon on each of its turns. On an odd number, the Jaeger runs away from the fight at its full movement speed. Pilots can repeat their saving throw at the end of each of their turns, gaining control on a success. The Drift lasts for 1 minute, or until one of the pilots ends it as a bonus action or the Jaeger is reduced to 0 hit points.

When you Drift, the Jaeger's size increases by one step (Large to Huge/Huge to Gargantuan). Its armor class and Strength score are each increased by +5, and the range of
all Anti-Kaiju weapons increases by 10 feet.
Both Pilots control the Jaeger being Drifted
on each of their turns.

Accomplished Jaeger Pilot

At 15th level, you have become an accomplished Jaeger pilot and can handle a larger Jaeger without killing yourself in the process. Your Jaeger's size increases to Huge and its armor class becomes equal to 10 + your Intelligence Modifer + your full Proficiency bonus. Your Jaeger's Strength score also increases by an amount equal to your Proficiency bonus.

Additionally, choose one Anti-Kaiju Weapon from the Anti-Kaiju Weapons list that your Jaeger is outfitted with. This weapon becomes your Signature. The first attack made with this weapon each turn against Large or bigger creatures is made at advantage and deals an additional
amount of damage equal to twice
your Proficiency bonus.

Barbarian: Path of the Titan

Titanic Might

Starting at 3rd level, you can tap into a rage that allows you to channel your fury into size.

When you rage, you can choose to grow one size larger. If you do so and there isn't enough room for you to double your size, you attain the maximum possible size in the space available for the duration. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

Monkey Fist

Also starting at 3rd level, your unarmed strikes do 1d6 + your Strength modifier Bludgeoning damage. This damage increases to 1d8 at 6th level, 1d10 at 10th, and 1d12 at 14th.

Additionally, when you are hit by a melee attack while raging and you have a free hand, you can use your reaction to attempt to grapple that creature so long as they are within 5 feet of you.

Titanic Blows

Starting at 6th level, when you are raging and hit with a weapon attack or unarmed strike on your turn against a creature your size or smaller, you may use one of the of the following Titanic Blows options of your choice. The creature must make a strength saving throw. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. You can use only one Titanic Blow option per turn.

  • Hammering Blow. A creature is knocked prone on a failure, or has its movement speed reduced by half on its next turn on a success.

  • Launching Blow. A creature is knocked back 30 feet on a failure, or 10 feet on a success. This movement does not provoke attacks of opportunity.

Run Down

Starting at 10th level, so long as you move at least half your full speed towards a creature and you have a free hand, you can use your bonus action to attempt to grapple or shove them.

Additionally, you are no longer slowed when carrying a grappled creature while enlarged by your Titanic Might feature.

Titan of Wrath

Starting at 14th level, when you rage and choose to grow one size larger using your Titanic Might feature, you can choose to instead become Huge sized. You can do this once per long rest. While enlarged in this way, you gain the following benefits which replace those from your Titanic Might:

  • Titanic Destruction. You deal double damage to objects and structures.

  • Titan's Grasp. When you grapple a creature, they are considered restrained so long as they are at least two sizes smaller than you.

  • Titan's Strength. Each of your attacks deals an extra 1d6 damage.

Druid: Circle of the Divine Moth

Deveotees to the Divine Moth known often find themselves blessed by her. They can assume a form similar to that of the Queen of the Monsters, manipulate light, and heal others..

Circle Spells

When you join this circle at 2nd level, you have formed a bond with the divine moth kaiju, Mothra. Your connection to this kaiju grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Divine Moth Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Circle of the Divine Moth Spells Table
Druid Level Spells
2nd Cure Wounds, Guiding Bolt
3rd Warding Bond, Web
5th Life Transference, Revivify
7th Aura of Life, Sickening Radiance
9th Dawn, Mass Cure Wounds

Divine Moth form

Starting at 2nd level, you can call upon your connection to the divine moth to assume a form similar to it. As an action, you can expend a use of your Wild Shape feature to do so, rather than transforming into a beast form. When you do so, you take on appearance similar to the divine moth and sprout small moth-like wings. Additionally, a single creature of your choice within 10 feet of you heals a hit point for every two levels you have in this class.

While this feature is active, you gain the following benefits:

  • You have a flying speed equal to your walking speed. You must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage. If you already have a flying speed, it increases by 10 feet instead.

  • You can use a bonus action to give off glimmering scales that shed bright light for 10 feet and dim light for an additional 10 feet around you until the end of your turn.

God Rays

Starting at 6th level, when you are outside, you can use an action to create god rays. When you do so, you can create up to three rays of light that fall on creatures within 60 feet of you for a number of rounds equal to your proficiency bonus.

The light falls in a 5 foot radius around the targets. Allied creatures in the light who recieve healing, heal an additional amount equal to your Wisdom modifier. Enemy creatures who begin their turn within or enter the radius must make a Constitution saving throw. The DC for this saving throw is equal to your Druid spell save DC. On a failure, a creature takes Radiant damage equal to your Wisdom modifier instead.

At 9th level, the radius of your god rays increases to 10 feet each.

Once you have used this feature, you cannot do so again until you complete a long rest.

Mothra's Sacrifice

Also at 6th level, you learn to sacrifice you life energy for
the sake of your allies.

You can cast the spell life transference once with this feature without using a spell slot and regain all expended uses when you finish a short or long rest.

When you use this version of life transference, the target creature adds an amount of Radiant damage equal to your Wisdom modifier to all attacks they make and damaging spells they cast for a number of rounds equal to your proficiency bonus.

True Imago

Starting at 9th level, your divine moth form more closely resembles Mothra. When you assume your divine moth form, you gain the following benefits:

  • You no longer have to land at the end of each of your turns when using the flight granted by your Divine Moth Form.

  • You gain a strong insectoid carapace. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. If you already have natural armor, your natural armor AC increases by +1 instead

  • All healing spells you cast heal an additional 1d4 hit points.

Reincaration

Starting at 14th level, you can spend a day to create a mystical silk cocoon that contains your essence and memories. The cocoon lasts until you are killed, in which case you are reincarnated into the cocoon and hatch a day later. You do not hatch with your possessions unless those possessions were attuned.

After reincarnating, you must wait a week before you can create a new cocoon.

Paladin: Oath of the Monster King

Tenets of the Monster King

The tenets of the Oath of the Monster King have a strong emphasis on balance, destruction, and dominance. It is a path one can only take when in tune with the natural order of the world's many colossal inhabitants.

Balance. Through your actions, balance between man, monster, and nature are upheld.

Destruction. Destroy only as necessary, but don't hold back when you do. The domains of men and monster are nothing before the might of the Monster King.

Dominance. Seek to dominate over monsters. Like the King of the Monsters, you are there to show them their place in the natural order.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Monster King Spells
Paladin Level Spells
3rd Absorb Elements, Earth Tremor
5th Dragon's Breath (Fire Only), Enlarge/Reduce
9th Protection from Energy, Water Breathing
13th Sickening Radiance, Stoneskin
17th Flame Strike, Hold Monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Atomic Breath. As an action, you can use your Channel Divinity to exhale a bright blue or purple radioactive ray called atomic breath.

When you use your atomic breath, each creature in a line 30 feet long and 5 feet wide must make a Dexterity saving throw. The DC for this saving throw is equal to your paladin spell save DC. A creature takes an amount of radiant damage equal to your paladin level (rounded down) + an additional 2d6 fire damage on a failed save, or half as much damage on a successful one. The extra damage increases to 2d8 at 9th level and to 2d10 at 17th level.

Organizer G1. As an action, you can use your Channel Divinity to cause your cells to rapidly multiply to heal or reduce any damage you receive. You heal yourself for an amount equal to your paladin level, and you gain resistance to all damage types except for Necrotic and Psychic until the start of your next turn.

Sea Monster

Also at 3rd level, you gain a swimming speed equal to your walking speed and you ignore any of the drawbacks caused by a deep, underwater environment.

Aura of a Destroyer

Beginning at 7th level, your divine aura weakens the structures made by humankind and bolsters the durability of your allies. You and allies within 10 feet of you deal double damage to objects and structures and you and your allies within 10 feet of you reduce all damage taken by an amount equal to your Proficiency bonus.

The radius of your aura increases to 30 feet at 18th level.

Burning State

At 15th level, you have learned to harness the destructive power of radiation. As a bonus action or as a reaction when an allied creature within 60 feet of you is reduced to 0 hit points or killed outright, you can enter your burning state for up to 1 minute, or until you end it as a bonus action.

When you do so, you can use a bonus action on each of your turns to release a pulse of radioactive heat. The pulse is equal in radius to your Aura of Destruction feature. Any creature within range of the pulse must make a Constitution saving throw against your paladin spell save DC. On a failure, a creature takes either Fire or Radiant damage (you choose) equal to 2d6 + your Charisma modifier, or half as much on a success. When you do damage in this way, you take half of the damage and this damage cannot be reduced in any way. Objects and structures within your pulse take maximum damage from it and are melted or burnt away when reduced to 0 hit points. Any flammable object that isn't being worn or carried within your pulse ignites.

Additionally, while in your Burning State, your Atomic Breath channel divinity deals an additional 2d6 Fire damage.

You can use this feature once and regain the ability to do so when you finish a long rest.

King of the Monsters

At 20th level, you can assume the form of a kaiju, most often resembling the King of the Monsters. While you cannot reach the heights of a true kaiju, you can get close.

Using your action, you undergo a transformation into a Huge sized creature. For 1 minute, you gain the following benefits:

  • You grow to Huge size. Your size is quadrupled in all dimensions, and your weight is multiplied by 16. If there is not enough room for you to acheive your maximum size with this transformation, you break through the building or space as part of your transformation. All melee attacks you make deal an additional 2d6 damage of the same type and you gain advantage on Strength saving throws and Strength (Athletics) checks for the duration.

  • Due to your sheer size and strength, you ignore all forms of difficult terrain and can move through buildings, trees, and other obstacles without reducing your speed, destroying them as you go.

  • You gain two additional uses of each of your Channel Divinity options. These additional uses must be used on the options granted to you by the paladin class, and are lost when you transform back.

  • The range of your Atomic Breath Channel Divinity increases to 60 feet long by 5 feet wide.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Sorcerer: Rodan Brood

When a child is born near a volcano where a Rodan makes its nest, the primordial magic can leak into them, making them take on the appearance and power of the fiery pterosaur kaiju.

Bio-Volcanic Body

Starting at 1st level, your bio-volcanic nature gives your skin a craggy, volcanic appearance and allows you to resist extreme temperatures. You gain resistance to Fire damage.

If you already have resistance to fire damage, you can instead reduce all Fire damage you would take beyond your resistance by an amount equal to your Chairsma modifier (minimum 1).

Additionally, you can use an action to cause your body to release debilitating heat for up to 1 minute, or until you end it as a bonus action. All creatures within 10 feet of you at the start of each of your turns must make a Constitution saving throw. The DC for this saving throw is the same as your Spell Save DC. A creature takes Fire damage equal to your Charisma modifier on a failure, or takes no damage on a success.

Once you have used this feature, you cannot do so again until you complete a short or long rest.

Magmatic Combustion

Also starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Magmatic Combustion table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation spell that deals Fire or Thunder damage from the Sorcerer, Warlock, or Wizard spell lists.

Magmatic Combustion Spell Table
Sorcerer Level Spells
1st Burning Hands, Earth Tremor
3rd Aganazzar's Scorcher, Gust of Wind
5th Erupting Earth, Haste
7th Fire Shield, Stoneskin
9th Control Winds, Immolation

Additionally, choose one cantrip from: control flames, fire bolt, and thunder clap. You learn your chosen cantrip and it doesn't count against your sorcerer spells known.

Supersonic Pterosaur

Starting at 6th level, you can produce wings of lava as an action and they last until you dismiss them with a bonus action. You have a flying speed equal to your walking speed and you can take the dash action as a bonus action.

Thermal Shockwave

Starting at 14th level, when you take the dash action and move in a straight line, as a reaction you can cause a thermal shockwave that covers the entire length of your movement. All creatures in a line as long as you moved and 10 feet wide behind you must make a Strength saving throw. A creature takes 3d6 Fire damage and 3d6 Thunder damage and is knocked prone on a failure, or takes half as much damage and is not knocked prone on a success.

Once you have used this feature, you cannot do so again until you complete a long rest.

Fire Demon

Starting at 18th level, you can embody the fire demon that is Rodan for up to 1 minute. When you do so, you immediately activate your Bio-Volcanic Body and your Volcanic Flight, grow one size larger as per the enlarge/reduce spell, and whenever you deal Fire or Thunder damage, you deal an additional amount of damage of the same type equal to your Charisma modifier.

Additionally, the range of your Bio-Volcanic Body increases to 30 feet.

Once you have used this feature, you cannot do so again until you complete a long rest.

Otherworldy Patron: King Ghidorah

King Ghidorah Features
Warlock Level Feature
1 Bio-Electrical Cantrips, Gravity Beams
6 Tyrant's Call
10 Golden Gifts
14 Calamitous Storm

Expanded Spell List

King Ghidorah lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

King Ghidroah Spells
Spell Level Spells
1st Command, Thunderwave
2nd Dragon's Breath (Lightning Only), Enlarge/Reduce
3rd Call Lightning, Lightning Bolt
4th Dominate Beast, Storm Sphere
5th Control Winds, Destructive Wave

Bio-Electrical Cantrips

Starting at 1st level, you learn the shocking grasp and lightning lure cantrips. These do not count against your warlock spells known.

Gravity Beams

Starting at 1st level, your power spills forth in the form of unmatched destruction, causing Lighting and Thunder to follow in your wake. All spells you cast that deal Lightning or Thunder damage also deal damage to objects and structures within their areas of effect.

Additionally, whenever you cast a spell or use an ability, if it does Lightning damage, you can use a bonus action to force a target creature dealt damage by the spell to make a Strength saving throw. The DC for this saving throw is equal to your warlock spell save dc. On a success, nothing happens. On a failure, the target is moved up to 10 feet horizontally in a direction you choose. This movement does not provoke opportunity attacks.

You can do this a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a short or long rest.

Tyrant's Call

Starting at 6th level, you can demand that the lesser beings of this world bow before you. As an action, choose a single target that you can see within 60 feet of you. They must make a Charisma saving throw against your warlock spell save DC. On a failure, they must use all of their movement to bow towards you on their next turn, and they have disadvantage on Dexterity saving throws until the start of their next turn. On a success, the target is unaffected by this feature and is immune to further uses of it for 24 hours. Beasts, dragons, and monstrosities make this saving throw at disadvantage.

You and your allies have advantage on your first attack roll you make against the target if it fails its saving throw.

Once you have used this feature, you can't use it again until you finish a short or long rest.

Golden Gifts

Starting at 10th level, your body takes on the golden scales and wings of the tyrannical and sadistic King Ghidorah. You gain the following alien traits permanently:

  • You sprout wings reminiscent of a gold dragon. You gain a flying speed of 20 feet. To use this speed, you can’t be wearing medium or heavy armor and you must land at the end of each of your turns. If you do not, you begin falling slowly at a rate of 60 feet per round at the end of your turn, taking no fall damage. If you alrady have wings or can otherwise fly, your flying speed increases by 10 feet instead.
  • Your body becomes covered in fine golden scales. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. If you already have natural armor, your natural armor AC increases by +1 instead.
  • When you cast a spell that deals Lightning damage, it becomes golden lightning that deals an additional amount of Lightning damage equal to your Charisma modifier.

Calamitous Storm

At 14th level, you can become a conduit for true catastrophe for a brief moment.

As an action, you can become a semi-solid manifestation of King Ghidorah himself within a 30-foot radius, 60-foot-high cylinder centered on you.

Winds whip around as a storm rips the sky open above you and each creature other than you within that area must make a Strength saving throw against your warlock spell save DC. On a failed save, a creature takes 8d10 lightning damage, and is Stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't Stunned. Objects and structures within the area take maximum damage.

Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Invocations

Alien Dragon

Prerequisite: Golden Gifts Feature, 15th level.

You can cast dragon's breath (Lightning Only) without
expending a spell slot and without material components a number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.

Calamitous Lightning

Prerequisite: Gravity Beams feature.

Spells you cast that deal Lightning damage deal double damage to objects and structures. Additionally, Lightning spells you cast ignite flammable objects within their areas
of effect if they aren't being worn or carried.

Energy Drain

Prerequisite: Golden Gifts feature, 15th level.

As a bonus action when you hit a creature with a spell attack that deals Lightning damage, you can attempt to
drain their energy. The creature must make a Constitution saving throw against your spell save DC. On a failure, you regain 1 spell slot and the creature's speed is halved until
the start of its next turn. On a success, you do not regain a spell slot, but the creature is still slowed. You can do this
once and regain the ability to do so when you finish
a long rest.

Greater Gravity Beams

Prerequisite: Gravity Beams feature, 5th level.

The distance you can move a creature with you Gravity Beams feature increases to 15 feet, and you can move them vertically.

Lightning Flash

Prerequisite: Lightning Lure or Shocking Grasp cantrip.

When you cast lightning lure or shocking grasp, you can force the target to make a Constitution saving throw against your spell save DC as a bonus action. On a success, nothing happens. On a failure, the target is Blinded until the start of their next turn.

Storm Wings

Prerequisite: Golden Gifts Feature, 12th level.

You no longer have to land at the end of each of your turns and you ignore all difficulties of flying in a storm.

Thunder Follows

Prerequisite: Lightning Lure or Shocking Grasp cantrip.

When you cast lightning lure or shocking grasp, you deal an additional 1d4 Thunder damage in a 5 foot radius around the target. A loud booming sound is heard up to 100 feet away.

Voice Like a Bell

Prerequisite: Thaumaturgy cantrip.

You can cast the spell thaumaturgy as a free action if you are using it to make your voice louder. When you do so, your voice takes on the tone of your patron.

Chapter 3: Feats

Artificial Flight

Prerequisite: Destoroyah Subrace, Gigan Subrace, Hedorah Subrace, Mechagodzilla Subrace, MUTO Subrace, or Warforged.

When you gain this feat, you augment your body with thrusters, anti-gravity units, or biological wings that provide you with the ability to fly. You gain a flying speed of 20 feet.

DNA Absorption

Prerequisite: Destoroyah Subrace.

Utilizing the corrosive nature of micro-oxygen, you can attempt to absorb the DNA of a creature you bite using your Inner Jaw feature. The target must make a Consitution saving throw. The DC for this saving throw is the same as your Energy Weapon's. On a failure, you absorb one of their racial traits (at DM discretion). For example, if a Destroyah kaijuborn bites a wood elf, its base walking speed could become 35 feet. Or, if you bite an owlbear, you might gain its keen sight and smell or claws. This effect lasts until you finish a long rest.

Energy Crystals

Prerequisite: Space Godzilla Subrace.

Crystals are the source of Space Godzilla's incredible power. You have learned to create and use them like your progenitor kaiju.

  • Whenever you use your energy weapon, you can create a field of small crystals in a 10 foot radius around you for 1 minute. The area becomes difficult terrain for the duration. While you remain within the crystals, you can use your bonus action to unleash a bolt of electrical energy towards a single target you can see within 30 feet of you. You must make a Ranged Spell Attack roll against the target. Intelligence is your spellcasting ability for it. On a hit, the target takes 1d8 Lightning Damage + your Intelligence modifier.

  • You gain resistance to Lightning damage.

Once you have created a field of crystals, you cannot do so again until you finish a long rest.

Expanded Arsenal

Prerequisite: Artillerist Artificer, Armorer Artificer, Gigan Subrace, Mechagodzilla Subrace, Warforged.

When you take this feat, you receive mechanical augmentations that expand your arsenal of weapons.

  • Your Intelligence score increases by 1, to a maximum of 20.

  • You create and attach weapons such as shoulder cannons or palm blasters to you. You learn two cantrips of your choice from acid spalsh, fire bolt, lightning lure, ray of frost, shocking grasp, and thunderclap. Intelligence is your spellcasting ability for them.

Greater Energy Weapon

Prerequisite: Breath Weapon or Energy Weapon Feature.

The well of radioactive or magical power you can draw from deepens.

  • At the start of your turn, if your breath or energy weapon has been used, you can roll a d6. On a 6, you regain your breath or energy weapon. You can do this a number of times equal to your Proficiency modifier per long rest.

  • Your breath or energy weapon deals an additional amount of damage equal to your Constitution modifier.

Radiation Hunter

Prerequisite: MUTO Subrace.

The MUTO feed off of, and are exceptionally reslient to, radiation. Like your progenitor kaiju, you are able to use radiation to your benefit.

  • If an attack or spell that deals Radiant damage to you, deals 15 or less damage of the same type, you ignore it and heal an amount equal to your Constitution modifier instead.

  • You are acclimated to and enjoy iradiated areas. You ingore any negative from traveling in an iradiated environment.

  • You can detect radiation. You have advantage on Wisdom (Perception) and Wisdom (survival) checks to locate radioactive materials, places where radiant damage has been dealt within the last 24 hours, and other Kaijuborn.

Red Dust

Prerequisite: Kaijuborn.

Some kaijuborn draw power from the interdimensional red dust known as archetype. It causes rapid mutation in the genetics of kaiju and interferes with electrical devices and signals.

  • As an action, you can cast the spell fog cloud at 2nd level once with this feat and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for it. When you cast this version of the spell, the fog cloud takes on the 1st form of archetype. Electrical devices within the fog cloud cease function entirely and spellcasters have difficulty maintaining spells over time. Creatures within the fog cloud have disadvantage on Constitution checks to maintain concentration on spells.

  • Additionally, while you remain within the fog cloud, whenever you would take damage, you can use your reaction to gain resistance to that damage type until the start of your next turn. You can do this a number of times equal to your proficiency bonus and regain all expended uses whenever you finish a long rest.

Resistant Hide

Prerequisite: Natural Armor Feature.

Kaiju are resilient and durable creatures. With this feat, you unlock some of that latent durability.

  • Your Consitution score increases by 1, to a maximum of 20.
  • Your Natural Armor AC increases by +1.
  • You gain resistance to one damage type from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, or Thunder.

Spore Cloud

Prerequisite: Biollante Subrace, Circle of Spores Druid.

When you gain this feat, you learn how to transform yourself into a cloud of spores.

  • Your Constitution or Wisdom score increases by 1, to a maxmimum of 20.

  • When you are below half health, you can cast the spell gaseous form on yourself once. When you cast this version, a creature who begins its turn or moves within 5 feet of you while you are transformed must make a Constitution saving throw. The DC for this saving throw is the same as your Energy Weapon's if you are a kaijuborn. Otherwise, it is 8 + your Wisdom modifier + your Proficiency bonus. On a failed save, a creature takes 2d4 Poison damage, or half as much on a success. You must finish a long rest to cast this spell again with this. You can also cast this spell normally with any spell slots you have.

Shin Godzilla

Prerequisite: Godzilla Subrace.

When you take this feat, you embody the eldritch destructive nature of the Shin Kaiju, like Shin Godzilla.

  • Your Charisma or Constitution score increases by 1, to a maximum of 20.

  • When you use your energy weapon, you can fire a weaker version of it in a different direction as a bonus action using your tail. This energy weapon deals damage in a line 15 feet long and 5 feet wide. Your tail energy weapon imposes a Dexterity saving throw. A creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Once you have used this energy weapon, you cannot do so again until you finish a long rest.

Strength of the Kaiju

Prerequisite: Kaijuborn.

Your connection to the true kaiju strengthens and you gain their titanic might and size when you take this feat.

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Continued next page.)

  • You can cast the spell enlarge/reduce on yourself once. When you cast this version, you may only grow larger. You must finish a long rest to cast this spell again with this trait. Constitution is your spellcasting ability for it. You can also cast this spell normally with any spell slots you have.

Unrestricted Flight

Prerequisite: Limited Flight Feature.

Your mighty wings grow in strength, allowing you to fly further and without needing to land.

  • Your Dexterity or Strength Score Increases by 1, to a maximum of 20.

  • You no longer have to land at the end of each of your turns.

  • Your flying speed increases by 5 feet.

Chapter 4: Items

Oxygen Destroyer

Adventuring Gear (explosive), Artifact

The oxygen destroyer was designed to destroy Godzilla and the other kaiju. It is mankind's greatest weapon against the titanic and radioactive might of their greatest threat.

As an action, you can activate the timer for the Oxygen Destroyer. You can set the bomb to explode instantly, in 1 minute, 5 minutes, or 15 minutes.

When the oxygen destroyer explodes, all living creatures within 5 miles must make a Constitution saving throw. The DC for this saving throw is 21. A creature takes 20d12 Necrotic damage on a failed save, or half as damage much on a success. Creatures who breathe oxygen make their saving throw at disadvantage. Constructs and creatures who do not breathe oxygen, such as King Ghidorah, or were created by the oxygen destroyer, Destoroyah, are immune to all damage imposed by the Oxygen Destroyer.

Creatures reduced to 0 hit points by the Oxygen Destroyer are killed instantly.

Royal Axe of the Kong's

Weapon (greataxe), Legendary (requires attunment)

The Royal Axe of the Kong's was crafted at the height of their civilization and the war against Godzilla's ancestors. This axe was made using the dorsal spine of an ancient member of Titanus Gojira and is capable of slicing into even the toughest hide.

You have a +3 to attack and damage rolls made with this magic weapon.

Might of the Kong's. You must be a kong subrace kaijuborn or be wearing a belt of giant strength (any variety) to attune to this weapon.

Radiation Absorption. While attuned to the Royal Axe of the Kong's, you have resistance to Radiant and Fire damage. Additionally, as a reaction when you would take Radiant or Fire damage, you can use the axe to prevent and absorb some of the damage. The axe can prevent and absorb an amount equal to 4 x your Level. After absorbing damage in this way, the axe becomes charged and you cannot use this reaction again until the charge is expended.

Charged Strikes. While the axe is charged, it sheds bright pale blue light for 10 feet and dim light for an additional 10 feet. The axe deals an additional amount of Radiant or Fire (you choose) damage equal to twice your Proficiency bonus on a hit while charged. This extra damage ignores resistances and immunities.

Charge Release. When you hit a creature with a melee weapon attack, you can expend the charge to deal Radiant or Fire (you choose) damage to the target, in addition to the weapon's damage. The extra damage is equal to half of the amount (rounded down) absorbed by the axes Radiation Absorption when it became charged. This extra damage ignores resistances and immunities.

Idol of Mothra

Wondrous Item, Artifact (Requires Attunement by a Mothra Kaijuborn or a Circle of the Divine Moth Druid)

This remarkably well preserved idol depicts the kaiju Mothra and her guardians, the Shobijin. This artifact is theorized to be well over 3000 years old and yet it has suffered almost no damage from time or weather. The fragile wings remain intact and the paint that should have wore away a millenia ago remains vibrant in its representation. What mysterious force is keeping it from degrading?

Properties of the Idol. The idol is a roughly 10 inch tall stone idol of Mothra and the Shobijin.

The idol has 10 charges. When you heal a creature with a spell, you can expend up to 3 of its charges to heal an extra 1d6 hit points for each charge expended. The idol regains all expended charges daily at dawn.

Sacrificial Rebirth. As an action, you can either sacrifice yourself or the idol to bring a creature with remains back to life. If the creature’s soul is free and willing, the creature is restored to life with all its hit points and in the prime of its life, regardless of how it died. The creature's body is completely reconstructed, including any and all missing limbs.

If the idol is sacrificed this way, it is destroyed and scatters into golden dust that bathes the targets body. If the user sacrifices themself, their body turns into the golden dust of Mothra and is spread over the remains instead.

Shobijin Telepathy. While attuned to this artifact, you can speak telepathically with any creature you can see. The creature understands you regardless of whether you share a language and you can speak to any number of creatures this way. Creatures can respond to you as if they were speaking to you normally.

Song of the Shobijin. While attuned to this artifact, you can sing the song of the Shobijin as an action. When this song is sung, Mothra, Mothra Kaijuborn, or Circle of the Divine Moth Druid's that can hear you are immediately empowered with almost divine strength. All creatures effected are under the effects of the haste and protection from evil and good spells for the next minute.

Once you have used this feature, you cannot do so again until you complete a long rest.

Time Travel - Leo. The Idol of Mothra can call upon the light speed time travel of the legendary Mothra Leo as a full round action. The Idol glows with a white light and all creatures within 30 feet of it are transported to a time period of the attuned creatures choice within the last 1,000 years. The creatures remain there until the attuned creature activates this feature again or until the time that the creatures travelled passes.

Once this feature is used, the Idol goes dormant for a century and un-attunes from the creature it was attuned to. That creature can never attune to the idol again.

While dormant, the Idol cannot be used in any way.

Miniature Absolute Zero Cannon

Weapon (Gun), Very Rare (Requires Attunement by a spellcaster)

This miniaturized form of advanced technology is capable of firing a ray of cold energy that approaches absolute zero.

You have a +2 to attack and damage rolls made with this weapon and it has a range of (50/150).

The Miniature Absolute Zero Cannon does 3d6 + your Intelligence modifier Cold damage. It weighs 8 lbs and must be reloaded with a spell slot. The number of shots is determined by the spell slot used to reload it. A 1st level spell slot reloads 15 shots. For each spell slot above 1st level, add an additional 15 shots.

Absolute Zero Ray. As an action, you can expend 10 shots to shoot a line of cold 30 feet long and 5 feet wide instead. Creatures in the line must make a Dexterity saving throw. This line deals 5d6 + your Intelligence modifier Cold damage on a failure, or half as much on a success.

Beyond Cold. The Miniature Absolute Zero Cannon ignores resistance to Cold damage and treats immunity as resistance.

Elixir of Tyrant's Blood

Potion, Legendary

Contained within this three-necked glass is the blood of an alien tyrant. Whoever drinks this foul liquid is granted the power to control storms at the cost of their empathy and compassion.

Tyrant's Blood. By drinking this elixir of alien blood, your body is permanently changed. Your skin becomes covered in golden scales and you sprout two long tails. If you are already of the Ghidorah bloodline, your body becomes more draconic than humanoid. Regardless, you gain resistance to Lightning damage and your alignment changes to Evil if it was not already.

Meteorokinesis. By utilizing the electrical energy contained within this elixir, you can change the weather to harsh storms. You can cast the spells gust of wind, control lightning, control winds, and control weather once each for the 8 hours after drinking the Elixir of Tyrant's Blood. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you drink this elixir).