Hello! This week’s monster is something unique. Not only am I stating a massive creature in the form of a CR 30 kaiju, but I’m also laying the foundation for a series of articles in the coming weeks. I plan to provide a breakdown of the entire process required to create a monster and will be using this week’s monster as an example to cover all the major steps. For now, I ask if you have any questions about making monsters (in either Pathfinder or Starfinder) to either leave them as a comment here, drop me a line at KnowDirection@hotmail.com, or send them to me on our Discord server. I normally would provide a bit of background on the process in the Monstrous Origins section, but as this will be all covered in depth with the upcoming series, I’m dropping it for this week. Anyway, I can’t keep this monster contained much longer, so here we go!
The eyes of this massive turtle burn like hot coals and its shell is marked with veins of bright magma. Its back bears a gigantic volcano in a perpetual state of eruption.
KASAMA THE INVINCIBLE CR 30
N Colossal dragon (fire, kaiju)
Init +11; Senses low-light vision, darkvision 600 ft., scent; Perception +39
AC 45, touch 9, flat-footed 38 (+7 Dex, +36 natural, –8 size)
hp 705 (30d12+510); fast healing 30
Fort +36, Ref +26, Will +25
Defensive Abilities ferocity, recovery; Immune ability damage, ability drain, death effects, disease, energy drain, fear, fire, electricity, sleep, paralysis; Resist acid 30, cold 30, negative energy 30, sonic 30; Weaknesses vulnerability to cold
Speed 70 ft., swim 100 ft.
Melee bite +42 (8d6+40 plus 4d8 fire/19–20), 2 claws +42 (6d6+40 plus 4d8 fire/19–20)
Space 40 ft.; Reach 35 ft. (40 ft. with bite)
Special Attacks blasting breath, breath weapon (140-ft. line, DC 42, 20d6 fire and 20d6 lightning, usable once every 1d4 rounds), capsize, hurl foe
Str 51, Dex 24, Con 45, Int 12, Wis 23, Cha 18
Base Atk +30; CMB +58 (+62 bull rush); CMD 73 (77 vs. bull rush, 77 vs. trip)
Feats Awesome Blow, Bleeding Critical, Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite, claw), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Diplomacy +37, Intimidate +37, Perception +39, Sense Motive +39, Stealth +17 (+25 in water), Survival +34, Swim +49; Racial Modifiers +8 Stealth in lava
Languages Aquan, Common, Draconic, Ignan
SQ firebleed, heat, massive, powerful strikes
Blasting Breath (Ex) As a standard action, Kasama may spit a giant ball of flame and lightning to a point within 1,200 feet. This functions like a fireball except that it deals 20d6 fire damage and does not offer spell resistance. Upon erupting, arcs of electricity shot forth from the flames, striking all creatures within 60 ft. This functions as lightning bolt except that it deals 20d6 electricity damage and does not offer spell resistance. A DC 42 Reflex halves all of this damage. The save DC is Constitution based.
This ability shares the same recovery time as Kasama’s breath weapon and neither can be used during the 1d4 rounds of recovery time.
Capsize (Ex) Kasama can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain’s Profession (sailor) check, whichever is higher. For each size category larger than Kasama’s size, it takes a cumulative –10 penalty on this CMB check.
Firebleed (Ex) Kasama’s very blood is made of a magma-like liquid that is dangerous to her foes. Any attack that does more than 10 points of damage to Kasama causes the wound to erupt in a 30-foot cone of magma. This cone deals 1d6 points of fire damage plus an additional 1d6 points of fire damage for every 10 points of damage dealt by the attack. Thus, an attack dealing 22 points of damage results in a cone dealing 3d6 points of fire damage, while an attack dealing 49 points of damage results in a cone dealing 4d6 points of fire damage. Creatures affected by the cone may make a DC 42 Reflex save to take only half damage. The save DC is Constitution-based. Ranged attacks and any magical attacks that deal damage also cause this special ability to take effect. Kasama cannot firebleed at will, but might do so 15 times per round (an amount equal to its Constitution modifier).
Heat (Ex) Kasama generates so much heat that her mere touch deals additional 4d8 points of fire damage. Creatures striking Kasama with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from its heat. This heat can melt or char weapons; any weapon that strikes Kasama is allowed a DC 42 Fortitude save to avoid destruction. The save DC is Constitution-based.
Powerful Strikes (Ex) Kasama applies twice her strength modifier to her natural attack damage.
Kasama the Invincible is an enormous dragon turtle rarely seen throughout history. Those that have seen her directly (or heard tales second- and third-hand), tell of a massive turtle who’s shell is an active volcano, ever flowing with magma. The intense heat melts rocks around her, spilling forth as lava that runs across the earth, burning everything in its path. Luckily, Kasama only appears every few centuries, if that. Even the threat of other kaiju are rarely enough to stir Kasama to action.
Kasama is a beast from great legend, said to have hatched from a monstrous, fiery egg at the dawn of the world’s creation. Tales speak of its nest deep in the calderas of great mountains in far off jungles. There, the legends held by the tribes of fire giants proclaim Kasama as unstoppable force intent on the destruction of any creature which threatens the balance of the jungle. Many tribes found their ruin in decadence and Kasama’s wrath that followed thereafter.
That’s it for this week! Stay tuned for how I went about creating Kasama with my series starting next week! If you end up introducing Kasama into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.