Library / Bestiary

Kaiju, Agyra

CR 27.00 Magical Beast CN Colossal HD 32
This two-headed monstrosity has vast wings and a long tail covered in a forest of blades.

Agyra, the Forever Storm, is believed by many cultures to be the cause of seasonal typhoons or other great storms—such tempests being a manifestation of Agyra's monstrous breaths as she exhales during her long slumber every season. While this kaiju is not in fact responsible for the world's storms, her powers over wind and lightning are significant, and when she is vexed to rampage, the effects of her hurricanes can be as devastating to a region as her more direct attacks.

Agyra has the appearance of a primeval, two-headed flying reptile with a wingspan of over 150 feet. Her tail is perhaps the most fearsome of her aspects. This lengthy and flailing appendage is covered with razor-sharp blades and wickedly barbed spines capable of slashing through buildings and tearing through armor with great force and from great distances.

Agyra dwells on the upper slopes of a long-dormant volcano that sits on a remote tropical island beyond the main shipping lanes and the scope of most explorers' travels. As with many kaiju, she spends the bulk of her time in deep and peaceful slumber. She is ferociously protective of the strange peoples who dwell on the shores of this island, and has been known to rouse herself to come to their defense against slavers, pirates, or other external threats to their way of life. Despite this strange protective streak, Agyra is not a kindly creature—and none know this more plainly than those who share her island. Her responses to intrusions to the island may simply be defenses of her perceived territories, for certainly the villages of the locals suffer significant damage during her local rampages. She's been known to take wing to travel to distant cities as well, often as a result of some of her island's inhabitants being taken from the shores as slaves. Yet the devastation she wreaks upon the slavers' destination cities pays no regard to the safety of the slaves themselves—they are in as much danger as anyone else from the kaiju's vengeful wrath in this situation.

There are rumors that certain shamans on the isle conceal sacred words or some ancient ritual to waken and command Agyra, and that many of her rampages are not the result of the kaiju being territorial or protective, but simply due to an ancient bargain the natives' ancestors forged with the mighty beast in some forgotten era. Some speculate that such rituals require the sacrifice of trespassers, but this may be nothing more than fearful superstition or rumors spread by shamans to persuade foreigners to stay clear of their island.

Agyra has a particular hatred of the kaiju Mogaru, and often leaves her volcanic lair to fly west to the remote jungle lake that serves as Mogaru's home to clash with her nemesis. Mogaru's penchant for attacking coastal cities often results in a devastating escalation when Agyra arrives to do battle with the land-bound kaiju. Sometimes, methods of conjuring Agyra are used to deliberately lure the kaiju to a city besieged by Mogaru, but just as often her arrival seems to be driven by self-interest. Agyra typically manages to weaken Mogaru enough to drive him off, but is often slain herself in these battles, resurrecting and returning to her home at the same time Mogaru returns to his. The nature of this rivalry is unclear, but kaiju scholars believe that the two monsters have been enemies for longer than humanity has existed.

HP
656 (32d10+480); fast healing 30
AC
45, touch 9, flat-footed 38 (+7 Dex, +36 natural, –8 size)
Init
+11
Speed
80 ft., fly 200 ft. (average), swift flight
Fort
+33
Ref
+25
Will
+21
BAB
+32
CMB
+57 (+61 bull rush)
CMD
74 (76 vs. bull rush)
Melee
2 bites +41 (6d6+17/19–20), 2 talons +41 (3d8+17), tail slap +36 (10d6+8/19–20 plus bleed)
Space
50 ft.
Reach
50 ft. (75 ft. with tail)
DR
20/epic
Defensive Abilities
electrified corpse, ferocity, rebirth, recovery
Racial Modifiers
+16 Perception
str
44
+17
dex
25
+7
con
41
+15
int
3
-4
wis
29
+9
cha
25
+7

bleed (5d6)

Blinding Flash — By spreading her wings as a full-round action while she stands upon the ground, Agyra can create a blinding flash of light that targets all creatures within 100 feet. Affected creatures must succeed at a DC 41 Fortitude save or be permanently blinded and staggered for 1d6 rounds by the blast of light. A successful saving throw reduces the blindness to 1 round and negates the staggered effect. The save DC is Constitution-based.

Breath Weapon — Once every 4 rounds as a standard action, each of Agyra's twin heads can breathe out a line of electricity to a range of 1,200 feet. Agyra can breathe each line in a different direction. Each creature caught in a line of electricity must succeed at a DC 41 Reflex save or take 20d6 points of electricity damage and be staggered for 1d4 rounds. A successful saving throw halves the damage and negates the staggered effect. A creature struck by both breath weapons simultaneously must attempt separate saving throws against each breath weapon, but takes a -4 penalty on both—the damage and staggered condition duration stack with each other. A creature wearing medium or heavy metal armor or a creature composed mostly of metal that fails its saving throw is also stunned for 1 round. A creature slain by Agyra's breath weapon remains electrified for 2d4 rounds after death—any creature that touches the body automatically takes 3d6 points of electricity damage. The save DC is Constitution-based.

hurl foe

Hurricane — Once per day, Agyra can create a supernatural hurricane surrounding herself. This effect functions as control weather, save that it affects an area with a 4-mile radius, lasts for 24 hours, and can only be used to create hurricane-force winds. The hurricane created is static, and features a calm eye at the center with a 500-foot radius.

Thunderous Blast — When Agyra uses her swift flight, she creates a thunderous sonic boom. This devastating explosion of sound occurs at her location when she activates swift flight, filling an area equal to her space and her reach combined—resulting in a 100-foot-diameter burst of sonic energy. All creatures in this area of effect take 20d10 points of sonic damage, are permanently deafened, are knocked prone, and are stunned for 1 round. A successful DC 41 Reflex save halves the damage, reduces the deafened condition to 1d4 rounds, and negates the knocked prone and stun effects entirely. The save DC is Constitution-based.

massive

Storm Flier — Agyra does not take penalties on Fly checks when flying in strong or more powerful winds.

Universal Monster Rules

Bleed (5d6) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Ferocity Ex from Universal Monster Rule
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.

Special Abilities

Blinding Flash from text
By spreading her wings as a full-round action while she stands upon the ground, Agyra can create a blinding flash of light that targets all creatures within 100 feet. Affected creatures must succeed at a DC 41 Fortitude save or be permanently blinded and staggered for 1d6 rounds by the blast of light. A successful saving throw reduces the blindness to 1 round and negates the staggered effect. The save DC is Constitution-based.
Electrified Corpse from text
Hurl Foe from text
Hurricane from text
Once per day, Agyra can create a supernatural hurricane surrounding herself. This effect functions as control weather, save that it affects an area with a 4-mile radius, lasts for 24 hours, and can only be used to create hurricane-force winds. The hurricane created is static, and features a calm eye at the center with a 500-foot radius.
Massive from text
Rebirth from text
Recovery from text
Storm Flier from text
Agyra does not take penalties on Fly checks when flying in strong or more powerful winds.
Thunderous Blast from text
When Agyra uses her swift flight, she creates a thunderous sonic boom. This devastating explosion of sound occurs at her location when she activates swift flight, filling an area equal to her space and her reach combined—resulting in a 100-foot-diameter burst of sonic energy. All creatures in this area of effect take 20d10 points of sonic damage, are permanently deafened, are knocked prone, and are stunned for 1 round. A successful DC 41 Reflex save halves the damage, reduces the deafened condition to 1d4 rounds, and negates the knocked prone and stun effects entirely. The save DC is Constitution-based.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Greater Bull Rush from Feat

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Calculated: +2 Maneuver Check Bonus

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Iron Will from Feat

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Wingover from Feat

Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.

Fly +24, Perception +38

Details
Type
Magical Beast
Alignment
CN
Size
Colossal
Environment
warm mountains
Organization
solitary (unique)
Treasure
incidental
Senses
blindsense 30 ft., darkvision 600 ft., low-light vision; Perception +38
Languages
Auran (can't speak)
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
14 House/Core 2 Recognized publisher
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