Khajaru
Khajaru (Ancient Common for "Great Disaster) are the Prima Terra planes apex monsters and creatures. They are manifestations of primal chaos and forces of nature created at the beginning of time and space. While there are many colossal or even mega sized creatures such as the rhaavmorane that hunt and live within the Void. While these colossal and mega creatures exist through out the Omniverse and are vulnerable to death. The Khajaru are not mere mortal creatures. They are tied to the Prima Terra plane in much the same way deities are attached to their planes of existence. Khajaru are feared by nearly all beings, except perchance the deities themselves. Khajaru are known to sleep deep within the various worlds, beneath continents, kingdoms and nations. What awakens them is truly unknown. Some never sleep beneath the world, others rise to to cause utter chaos and destruction, still others rise to fight other Khajaru who are destroying the natural mortal world. Many sages and Realmswalkers believe that during the War of Gods the Khajaru, along with many other creatures, were created to be weapons of war and destruction. During the 100,000 years of history, these forces of nature now exist on nearly all the worlds through out the Omniverse, in some cases many exist on a single world. They are creatures of ancient chaos and the stuff of the Omniverse.
Khajaru are not things that most mortals can kill, some powerful entities (angels, demons, undead, dragons, and other dimensional beings of great size and power), gigantic to colossal sized creatures might have a chance to outright slay a Khajaru; deities can by their very presence destroy a Khajaru if they chose. As true forces of nature the best mortals can attempt to do is either cause the Khajaru to retreat to rest or run from their path of destruction until their rampage is over or another Khajaru rises to defend the region or world.
Being engaged with a Khajaru means that mortals (i.e the players) are directly next to the Khajaru (normal striking distance for weapons) or on the Khajaru. While the most common attacks may be from missile weapons, unless they are being fired from airships or even void ships, those engaged must be close enough to hit the Khajaru, and most bows and rifles but those that use them too close to a Khajaru's feet, or ground assault abilities of the Khajaru. The most common way to engage with a Khajaru is for attackers to be on the 'great disasters'.
To defeat a Khajaru , either by killing it (very unlikely) or causing it to retreat to familiar territory (its point of origin), retreating into the depths of the Tav Aedhun (another world beneath), or perhaps another dimension leading to a more ancient world in order to rest; attackers must find and attack weak points on the bodies of these forces of nature. All Khajaru have anywhere from 4 to 10 regions that can be attacked and each holds weak points for the khajaru that can be exploited, in very rare cases and among the most paragon of the Khajaru, some have only one weakness and it is well guarded either by thick armor or other means. When at least half these regions have been weakened will a Khajaru retreat away from battle to rest for any number of years before waking up and returning to the world of mortals. In the end no Khajaru can be killed by mortal means.
In order to engage with a Khajaru attackers will need to be able to get on them either by jumping on to the Khajaru from above, or grabbing a hold of it as it passes by (either an Agility or Strength check at a TS of 8) similar to the Fighting the Big Guys rules. All Khajaru are considered special terrain. Once attackers are on the Khajaru they must work to stay on them. This is generally done through the use of several different checks as seen as appropriate: Acrobatics (TS 5), Climbing (TS 5), Strength (TS 8) or Agility (TS 8).
The typical regions of a Khajaru are: Head, Torso, Right Arm, Left Arm, Tail, Left Wing, Right Wing. Additional regions might include, multiple arms, multiple legs, an additional head, an additional tail or another set of right and left wings.
Khajaru region weak points are weaknesses that attackers can exploit in order to defeat a Khajaru. Each region is listed in the stat block of the Khajaru, and its associated weakness. Some weak points might be: fins, eye(s), snout, tail tip, center of the chest, wings, whiskers, chins, "soft" spots, etc. Each region has its own Health (Damage) Points but often uses the khajaru's total Armor Absorption. While each region does not have a Physical Defense, each region shares the Khajaru's Magical, Divine and Jinhu defenses. These regions are typically listed as Head 500 (Weak Point: Eyes 250 HP).
When melee attacking a Khajaru while physically on it or near it (within normal strike range while flying ) and is being done by huge or smaller creatures, the Khajaru relies on its Armor Absorption to protect itself rather than defend against it with a Physical Defense check. If it is facing a enemy larger than huge, or weapons such as ballista, cannons, catapults, missiles, ship blasters, or even airships, void ships or pherynja (Mecha-Rigs) then it will attempt to avoid getting hit with its Physical Defense.
When a region reaches 0 health the attacker has breached the ancient magic that surrounds each Khajaru and exposes that regions weakness for d10+2 turns before the Khajaru refocuses energy closing off the weakness and regenerating health (each Khajaru can regenerate their Stamina score in health 5 times per day) per each region. Each weak point must be dealt at least half of the regions damage before it closes off. When a weak point is defeated, that region reduces the Khajaru's health by 1/2 of that region's amount and shuts down one of its abilities. It also causes the Khajaru to make a Willpower check at specific TS (generally 2 per region defeated). Those that fail will fallback (digging under ground, taking flight, diving into water, etc), taking time a short time to regenerate before it returns to continue to battle. The greater and more powerful the Khajaru , it may not fallback, rather it will regenerate right where it stands. When a Khajaru has failed 4 of these checks the Khajaru will retreat to sleep once again for many days, months,years or even centuries.
Khajaru Statics Creation
Attributes: Khajaru Attributes begin with the following:
Base Strength: 180
Base Stamina: 180
Base Agility: 30
Base Perception: 30
Base Mental Attribute Scores: 50
Dice Rolls: 5d10 (re-roll 1's and 2's)
Health Points: Khajaru are generally Mega sized demi-god like creatures, their base health points begin with a base of 1000 Health Points. This is increased by half their rank, plus 100 for its monster type (khajaru), plus their Stamina Modifier and Willpower Modifier.
Regions:
Head:Half Total Health (Weak Point: 1/4 of Total Health)
Torso: Three-quarters Total Health (Weak Point: Half of Total Health)
Abdomen:Three-quarters Total Health (Weak Point: Half of Total Health)
Legs/Arms: One-quarter of Total Health (Weak Point: Half of Legs Total)
Miscellaneous Regions: Half Total Health (Weak Point:1/4 of Total Health)
Attack Skill: 70+ Rank * 7 + Strength Modifier
Attacks: Claw (Base Damage: 10-15); Bite (Base Damage: 15-20); Tail (Base Damage: 12-16); +Str Mod
Armor: One of the following types:
Plated Hide (Heavy Armor): 195 +Stamina Modifier; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 15% Magic Resistance
Dragon Hide (Heavy Armor): 225 + Stamina Modifier; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 15% Magic Resistance
Defenses:
Physical: Base of 30; Plus Rank * 3; Plus Agility and Perception Modifiers
Magical: Base of 30; Plus Rank * 3; Plus Intelligence and Stamina Modifiers
Divine: Base of 30; Plus Rank * 3; Plus Charisma and Wits Modifiers
Jinhu: Base of 30; Plus Rank * 3; Plus Intelligence and Willpower Modifiers
Move: 150' Luck Points: Charisma Modifier plus 1 per 5 Ranks
Vision: Normal, Night, or Heightened Skills: 30 + (Rank * 5)
Armor: Claw (Base Damage: 10-15); Bite (Base Damage: 15-20); Tail (Base Damage: 12-16); +Str Mod
Creature Type: Demi-god
Khajaru Abilities
Godlike: Though not a true deity Khajaru are possessed of god-like powers. They are immune to any attack that changes its form, has mind-effecting abilities or spells, attribute damage, energy drain, health drain. It is immune to any disintegration effects. The Khajaru is able to stop magical effects dead in its tracks. As a Basic Action, 10 times per day, Khajaru can counter any spell cast at it or it is within the area of effect of the spell. This also suppresses any ongoing or permanent magical effects for 3d10 hours.
Ground Assault: As a Move Action, all ground-based Khajaru can stomp the ground, causing severe earthtremors. All creatures standing on the ground within 100 feet per 5 Strength Modifier of the Khajaru must make an Agility check at a TS of 15 or an Agility check at a TS of 10 or fall prone,while structures within the area take half the Khajaru's Strength score in points of damage. Siege: Any building or object that is greater than 50' in length, width or height gains a d100 check at a TS of 6. Those that fail are dealt the Khajaru's Strength score in damage each time it is hit. Anything less than 50' is instantly crushed.
Shake Loose: As a Basic Action, a Khajaru can attempt to shake off anyone currently engaged with it. All creatures that are on the Khajaru are granted a Strength or Agility check at a TS of 10 or Climbing check at TS of 6. Those that fail are shook off and suffer the appropriate falling damage (Legends of Kralis Game Master's Guide pg. 99) from the distance they have fallen and are considered prone for 2d10 turns if they survive they fall.
Swallow Whole: Anytime that a Khajaru gains 4 or more successes with a bite attack it may attempt to swallow a target. Once grabbed in such a way the target takes the creature’s Strength Modifier damage from the bite, it is then swallowed into the gullet and stomach of the Khajaru where it takes an additional 10 points of crushing damage plus 20 points of acid damage per turn from the Khajaru’s digestive juices. A swallowed creature can cut its way out by dealing 1/4 of the Khajaru’s total health points in damage to the Khajaru’s digestive tract. Once the target has escaped it continues to suffer from the acid as it clings to them until washed off. In addition, the juices have a paralyzing effect and cause all those that attempt make it out to suffer a -50 to all their skill checks, this effect lasts for 1 hour after escaping the khajaru. The number of creatures that can be held in a Khajaru’s belly is equal to the following: 16 Medium Sized Creatures or 8 Huge, 12 Large, 2 Gigantic, 48 Small, 64 Tiny
Trample: As a Move action a Khajaru can run over opponents of Gigantic or smaller size. They merely have to move into and through an opponents space to do so. A Khajaru trample deals 60+3d10 points of damage to all creatures caught beneath the khajaru. At the beginning of the Khajaru's turn, any creature that remains under the Khajaru, they take this trample damage again. When a Khajaru moves through an area, creatures caught under them are able to attempt an Agility check at a TS of 10 to avoid taking damage. Upon success creatures are pushed to the side and avoid getting trapped underneath the Khajaru and avoiding successive trample damage. Those that fail are trapped underneath them, they are unable to move, and will continue to take trample damage until the Khajaru moves on or past them. Each specific Khajaru gains four additional additional specific abilities that can be deactivated as a region is disabled. Each of these abilities should be matched with the concept of their origins.
Breath Weapon (Radiation:Line) : The Khajaru does is able to breath a line of radioactive energy as a Full Action. This has a range of 350' and can strike an area that has a 30' radius. Those that are targeted gain an Agility check at a TS of 10 to dodge the attack. Those fail take an additional 120 points of radiation damage. It also causes a temporary Radiation Poisoning, targets are granted a Stamina check to avoid these effects. Those that fail suffer -4 successes to all checks until they can be healed or have the poison removed. In addition, this breath weapon deals 1 point of armor damage per every 10 points of damage dealt. This attack ignores all armor.
Breath Weapon (Super Heated Water: Cone): Once per turn the Khajaru is able to blast an area with intense, super heated water that deals 90 points of damage. Those that are targeted gain an Agility check at a TS of 8 to dodge the attack. This breath weapon ignores armor absorption and is a Full Action. It has a range of 250' and has a terminus of 25' radius.
Earthquake: Three times per day as a Move Action the Khajaru is able cause the ground in an area within 200’ of it to suddenly rip open: 40’ deep x 30’ wide x 60’ long. Those in the area of the rip are allowed an Agility check at TS 8 to jump away from it.
Energized Attacks: Three times per day as a Move Action the Khajaru can charge its body with electrical energy. While charged, all melee attacks inflict an additional 3d10 points of electrical damage. This additional electrical damage ignores armor.
No need for Air: The Khajaru does not have a need to breath. It is immune to all gases, gas based attacks or the effect of unusual atmospheres (such as the Void, or underwater).
Radiation Pulse: Three times per day, the Khajaru can create a wave of radiation, centered on itself and extending 150' radius outwards in a burst. All creatures caught in the burst take the khajaru's Stamina Modifier x 10 points of radiation damage, and are thrown backwards (knocked back) 10d10+100 feet, sustaining 10d10 points of fatigue damage for every 10 feet thrown. All creatures in the area are granted an Agility check at a TS of 8 to avoid the burst.
Piercing Tendrils: Whenever the Khajaru critically strikes (01-05) with its tendril attacks, the tip of the tendril pierces the target dealing an additional 4d10+Strength Modifier in damage. The Khajaru can attempt to hold on to a target with a +50 to a Grapple check.
Prism Eye Beams: As a Full Action the Khajaru can fire a purple/white stream of light from their eyes. This stream of light is 400' long that ends in a 30' radius terminus. Targets are granted an Agility check at a TS equal to 1 per 2 ranks of the khajaru (maximum TS 20) to dodge out of the way of this beam. Those that fail are hit with 150 damage and are knocked back 10' per the Khajaru's Stamina Modifier in a random direction. Sonic Boom: Any time that a flying Khajaru makes a "running" move, moves at 3 times its normal movement, all creatures below it (double the creature's width size) is blasted with sonic force as the khajaru breaks through the sound barrier. All creatures in the area of effect are granted a Strength check at a TS equal to 1/2 the Khajaru's Strength Modifier (maximum 15). Those that fail are hit with 120 points of sonic damage and are thrown out of the area taking three times the khajaru's Strength Modifier in Fatigue damage.
Suppress Life: The Khajaru, as a Move Action, can radiate an aura of negative energy that causes all creatures within 300' radius to become incapable of regaining health or fatigue by any means, including from spells, magical items, abilities, etc.
Tendrils: The Khajaru as 2d10 tendrils located at different locations (such as where arms might be, tails, or on its back). As a Move action the Khajaru can slam the area around them up to 100'. These tendrils are 10' thick. Creatures that are in an area that is targeted by the Khajaru are granted an Agility check at a TS of 7 to dodge out of the way. Those that fail are crushed beneath the tendril taking 80 points of damage. The Khajaru can target one area per tendril.
Tidal Wave: Once per turn as a Full Action the Khajaru is able to cause a gigantic wave of water to slam into their opponents. This wave is generally 100’ high and 300’ wide. Those in the path of the wave must somehow get out of the way of the wave. Those that do not are swept up into the raging water and suffer 8d10+15 points of damage and be swept away up to 240'. This can only be accomplished if the Khajaru is in water. A tidal wave can cover 240’ in 3 turns.
Windstorm: As a Move Action a winged Khajaru can create a powerful blast of wind by its wings. This blast creates a 200-foot cone of hurricane force winds. The Khajaru can maintain this for 1 turn per Stamina Modifier or end it at will. Natural fires are unable to stay alight, ranged attacks into, or through the windstorm are in impossible. Siege weapons or energy ranged weapons suffer a -10 success penalty. All those within the cone of wind are deafened, the dust or rushing wind causes all things in the cone to be considered 100 concealed. Any creature that is gigantic or smaller must make a Strength TS at 3 per size difference between the Khajaru and the targets (small would be TS of 15). Those that fail are knocked back and down 20' per Strength modifier of the Khajaru and take 2d10 x khajaru's Strength modifier in Fatigue Damage. Flying creatures caught in the windstorm are blown back 40' per Strength modifier and take d10 x Khajaru's Strength modifier. Those that are successful in their checks are able to find spots where the windstorm does not effect them as much or at all during the turn.
Kojorua - Beast of the Shore
(MP:6240) Rarity: Rare 25 Rank - Neutral (Mega: 350 Long, 150 wide, 125' tall) (23 - 31.5 Rank Challenge)
Health Points: 1550 (725 / 375) Initiative: 29 /24
Regions:
Head:500 (Weak Point: Eyes 250 HP)
Torso: 750 (Weak Point: Middle Thorax 375 HP)
Abdomen:750 (Weak Point: Soft purple belly 375 HP)
Legs:250 (Weak Point: 5 Knee Joints 125 HP)
Left Claw:500 (Weak Point: Claw Joint 250 HP)
Right Claw:500 (Weak Point:Claw Joint 250 HP)
Attack Skill: 273 Attacks: Claw (14) Bite (21); +31 Str Mod
Armor: Plated Hide (Heavy Armor) 115; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 15% Magic Resistance
Physical Defense: 155 Magical Defense: 181
Divine Defense: 163 Jinhu Defense: 161
Move: 150' Luck Points: 11 Vision: Normal
Attributes: Str: 206 (31) Sta: 201 (30) Agi: 88 (7) Per: 82 (6)
Int: 99 (9) Wits: 104 (10) Will: 100 (10) Cha: 106 (11)
Skills
Alertness 106, Climb 107, Evade 107, Feint 106, Intimidation 111, Search 106, Skepticism 106, Stealth 107, Swimming 130, Survival 110, Track 109
Creature Type: Demi-god
Special Abilities
Godlike: Though not a true deity Khajaru are possessed of god-like powers. They are immune to any attack that changes its form, has mind-effecting abilities or spells, attribute damage, attribute damage, energy drain, health drain. It is immune to any disintegration effects. The creature is able to stop magical effects dead in its tracks. As a Basic Action, 10 times per day, Khajaru can counter any spell cast at it or it is within the area of effect of the spell. This also suppresses any ongoing or permanent magical effects for 3d10 hours.
Ground Assault: As a move action, all ground-based Khajaru can stomp the ground, causing severe earthtremors. All creatures standing on the ground within 100 feet per 5 Strength Modifier of the Khajaru must make an Agility check at a TS of 15 or an Agility check at a TS of 10 or fall prone,while structures within the area take half the khajaru's Strength score in points of damage. Siege: Any building or object that is greater than 50' in length, width or height gains a d100 check at a TS of 6. Those that fail are dealt the Khajaru's Strength score in damage each time it is hit. Anything less than 50' is instantly crushed.
Shake Loose: As a Simple Action, a Khajaru can attempt to shake off anyone currently engaged with it. All creatures that are on the Khajaru are granted a Strength or Agility check at a TS of 10 or Climbing check at TS of 6. Those that fail are shook off and suffer the appropriate falling damage (Legends of Kralis Game Master's Guide pg. 99) from the distance they have fallen and are considered prone for 2d10 turns if they survive they fall.
Swallow Whole: Anytime that a Khajaru gains 4 or more successes with a bite attack it may attempt to swallow a target. Once grabbed in such a way the target takes the creature’s Strength Modifier damage from the bite, it is then swallowed into the gullet and stomach of the Khajaru where it takes an additional 10 points of crushing damage plus 20 points of acid damage per turn from the Khajaru’s digestive juices. A swallowed creature can cut its way out by dealing 1/4 of the Khajaru’s total health points in damage to the Khajaru’s digestive tract. Once the target has escaped it continues to suffer from the acid as it clings to them until washed off. In addition, the juices have a paralyzing effect and cause all those that attempt make it out to suffer a -50 to all their skill checks, this effect lasts for 1 hour after escaping the Khajaru. The number of creatures that can be held in a Khajaru’s belly is equal to the following: 16 Medium Sized Creatures or 8 Huge, 12 Large, 2 Gigantic, 48 Small, 64 Tiny
Trample: As a Move action a Khajaru can run over opponents of Gigantic or smaller size. They merely have to move into and through an opponents space to do so. A khajaru trample deals 60+3d10 points of damage to all creatures caught beneath the Khajaru. At the beginning of the Khajaru's turn, any creature that remains under the Khajaru, they take this trample damage again. When a Khajaru moves through an area, creatures caught under them are able to attempt an Agility check at a TS of 10 to avoid taking damage. Upon success creatures are pushed to the side and avoid getting trapped underneath the Khajaru and avoiding successive trample damage. Those that fail are trapped underneath them, they are unable to move, and will continue to take trample damage until the Khajaru moves on or past them.
Regional Abilities - Breath Weapon (Super Heated Water: Cone): Once per turn the Khajaru is able to blast an area with intense, super heated water that deals 90 points of damage. Those that are targeted gain an Agility check at a TS of 8 to dodge the attack. This breath weapon ignores armor absorption and is a Full Action. It has a range of 250' and has a terminus of 25' radius.
No need for Air: The Khajaru does not have a need to breath. It is immune to all gases, gas based attacks or the effect of unusual atmospheres (such as the Void, or underwater).
Tendrils: The Khajaru as 2d10 tendrils located at different locations (such as where arms might be, tails, or on its back). As a Move action the Khajaru can slam the area around them up to 100'. These tendrils are 10' thick. Creatures that are in an area that is targeted by the Khajaru are granted an Agility check at a TS of 7 to dodge out of the way. Those that fail are crushed beneath the tendril taking 80 points of damage. The Khajaru can target one area per tendril.
Tidal Wave: Once per turn as a Full Action the Khajaru is able to cause a gigantic wave of water to slam into their opponents. This wave is generally 100’ high and 300’ wide. Those in the path of the wave must somehow get out of the way of the wave. Those that do not are swept up into the raging water and suffer 8d10+15 points of damage and be swept away up to 240'. This can only be accomplished if the Khajaru is in water. A tidal wave can cover 240’ in 3 turns.