Kaiju, Bezravnis

System: Pathfinder | SRD

Kaiju, Bezravnis CR 26
CN Magical Beast (earth, kaiju) Colossal
Init +9 ; Senses darkvision 600 ft., low-light vision, tremorsense 600 ft.; Perception +37
Defense
AC 44, touch 7, flat-footed 39 (+5 Dex, +37 natural, –8 size)
hp 615 (30d10+450); fast healing 30
Fort +32 Ref +24 Will +20
DR 20/epic
Immune ability damage, ability drain, death effects, disease, energy drain, fear, fire
Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30
Offense
Speed 100 ft., burrow 100 ft.
Melee 2 claws +40 (4d6+18/19–20 plus grab), 3 stings +40 (3d6+18/19–20 plus 2d6 fire and poison)
Space 50 ft. ; Reach 50 ft.
Special Attacks burrowing charge, constrict (4d6+27), heat beam, hurl foe, poison, trample (2d8+27, DC 43), web (+27 ranged, DC 40, 30 hp)
CMB +56 (+60 bull rush, +60 grapple) CMD 71 (73 vs. bull rush, 83 vs. trip)
Statistics
Str 47, Dex 20, Con 40, Int 3, Wis 26, Cha 23
Base Atk +30
Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Vital Strike, Improved Bull Rush, Improved Critical (claw), Improved Critical (sting), Improved Initiative, Improved Lightning Reflexes, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Climb +31, Perception +37, Stealth +2 (+32 when burrowing)
Languages Terran (can't speak)
SQ massive, no breath
Special Abilities
Burrowing Charge (Ex) Once per minute, Bezravnis can make a charge attack while burrowing through loose earth, sand, mud, or magma, or through any other loosely packed earth or stone. When Bezaravnis reaches the target, it erupts from the ground as part of its attack. If Bezravnis hits the target of its burrowing charge attack, it deals double damage with its attack. Any creatures standing in or flying less than 50 feet above the space Bezravnis occupies at the end of this charge are immediately subjected to Bezravnis's trample attack. Any buildings entirely within this space take double damage from the trample attack (4d8+54 points)—this damage bypasses hardness. In addition, Huge or smaller creatures must succeed at a DC 40 Reflex save or be buried in earth, as if by a cave-in or collapse. This bury zone extends into all squares affected by Bezravnis's reach.
Heat Beam (Su) Once every 4 rounds, Bezravnis can fire beams of searing heat and fire from one of its three stingers. Each stinger's heat beam is a separate attack with its own 4-round recharge period. The kaiju may fire one heat beam from a stinger as a move action, two heat beams as a standard action, or all three as a full-round action. Each heat beam is a 1,200-foot-long line that deals 20d6 points of fire damage to everything in its path (Reflex DC 40 half). If Bezravnis fires more than one heat beam, it can direct them in different directions. The save DC is Constitution-based.
Poison (Su) Sting—injury; save Fort DC 40; frequency 1/round for 6 rounds; effect staggered for 1 round plus loss of fire immunity and resistance; cure 3 consecutive saves. As long as a creature suffers the effects of Bezravnis's poison, it loses all racial resistances and immunities to fire. Any spell or spell-like effects active when the target fails its initial saving throw against this poison are suppressed as long as it continues to be staggered by the poison. New effects of this nature that become active after that initial failed saving throw function normally if the caster succeeds at a DC 35 caster level check; otherwise, the spell effects are suppressed until the victim is no longer staggered.
Web (Ex) Bezravnis's webs are immune to fire damage. In addition, these webs are semi-living things that continue to crush and squeeze those entangled by them. If a creature is entangled in the webs, at the start of each turn during which it is entangled, it takes 2d6+6 points of bludgeoning damage as the webs crush and constrict it. This ability otherwise functions the same as the universal monster ability.
The armored plates of this immense, three-tailed scorpion are fiery red, and its stingers glow with molten heat.

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