Kaiju, Agyra
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)
- Speed
- 80 ft., fly 200 ft. (average), swift flight
- Init
- +11
- 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)
- BAB
- +32
- CMB
- +57 (+61 bull rush)
- CMD
- 74 (76 vs. bull rush)
- Fort
- +33
- Ref
- +25
- Will
- +21
- DR
- 20/epic
- Defensive Abilities
- electrified corpse, ferocity, rebirth, recovery
- Racial Modifiers
- +16 Perception
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.
Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (bite), Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike, Wingover
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> 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).</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
Fly +24, Perception +38
- 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
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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