Here is the last one until I get inspired again at some future date. And I saved the best to last.
Lizardfolk: Blackscale
MM3, page 95. CR 3, level 4
Zilla
Let's talk about Lizardfolk for a moment: they're basically starting characters. If you want to be a Lizardman Ranger, or Barbarian, or Druid, or Samurai, or Rogue, or Wizard of the Arcane Order, you can just... kind of do that with a standard Lizardfolk, a Viletooth, or a Poison Dusk. Depending on what you particularly want to do, one of those three should work just fine. So that's not what we're talking about. We're instead looking at the Lizardfolk that starts off as
Large and is designed for being a big brute.
If you want to be a regular Barbarian, the Blackscale can also just do that. So this isn't for doing
that either. Instead, it's for growing even bigger. Much bigger. You also get an array of destructive powers, including a breath weapon and radioactive aura, becoming a creature with the power of a god... Zilla.
Hit Die: d12
Skill Points: 2 + Int
Class Skills: Balance, Intimidate, Knowledge (Geography, Nature), Listen, Spot, Swim, Tumble
Level | BAB | Fort | Ref | Will | Special |
1 | +1 | +2 | +0 | +0 | Radiation-Fed, Amphibious |
2 | +2 | +3 | +0 | +0 | Destructive Tail |
3 | +3 | +3 | +1 | +1 | Ionised Glow, Atomic Breath |
4 | +4 | +4 | +1 | +1 | Huge Size, Flash-Boil |
5 | +5 | +4 | +1 | +1 | Destructive Rampage, Nigh-Indestructibility |
6 | +6 | +5 | +2 | +2 | Nuclear Pulse |
7 | +7 | +5 | +2 | +2 | Destructive Stomp |
8 | +8 | +6 | +2 | +2 | Gargantuan Size, Atomic Ray |
9 | +9 | +6 | +3 | +3 | Arcane Fusion Power |
10 | +10 | +7 | +3 | +3 | Deafening Roar, Spell Resistance |
11 | +11 | +7 | +3 | +3 | Magnetism |
12 | +12 | +8 | +4 | +4 | Colossal Size, Tempest Roar |
13 | +13 | +8 | +4 | +4 | Regenerator |
14 | +14 | +9 | +4 | +4 | Spell Reflection |
15 | +15 | +9 | +5 | +5 | The Earth Crumbles |
16 | +16 | +10 | +5 | +5 | Kaiju Size |
Radiation-Fed (Ex): the Zilla feeds on ionising radiation, and in D&D that translates to being Immune to damage from [Force] and [Light] effects, as well as poisonous light (the Green light of
Prismatic Spray or
Rainbow Beam, for instance), as well as anything literally described as being radiation. This also grants the benefits of having eaten a good meal.
Amphibious: the Zilla is completely amphibious, breathing both air and water just fine, and gains a 20' Swim Speed.
Destructive Tail (Ex): at level two, the Zilla can start using its tail to smash things. It gains a secondary Tail Slap that deals 1d8 damage plus one and a half times its Strength Bonus. Additionally, this may be used to make one attack against two adjacent creatures (or objects) within reach at the same time, using the same attack roll for both. This is not a special action, it's just part of the joy of using your tail to batter things.
Ionised Glow (Su): starting at level three, the Zilla may use a Move-Equivalent Action once per turn to light up the scales and spines along its back, bathing a 30' radius area in a healthy bright blue glow. Just kidding, it's not that healthy. All Incorporeal creatures in the area are revealed, everything within a 5' radius of it suffers 1d4 damage plus its Constitution Bonus as a [Force] effect, and until the end of its next turn, all of its natural weapons are treated as Magic Weapons (gaining a chance to hit Incorporeal creatures and bypassing DR/Magic).
Atomic Breath (Su): any time the Zilla activates its Ionised Glow, it may then, in either that turn or the next turn, unleash a deadly Breath Weapon. This is a Cone effect that is 40' long, and 40' wide at the furthest point, and lights the area up for one round. All in the area suffer 1d6 damage per hit die of the Zilla, with a Reflex Save for half (DC 15 + half its hit dice). This damage is a [Light, Force] effect, but is also Vile Damage. Any creature that suffers damage must then attempt a Fortitude Save (same DC), with failure causing them to become
Sickened until the damage is healed (remembering that it is Vile Damage). Even if it activates its glow again on the next round, it must still wait 3 rounds before usings its breath weapon again.
Huge Size: at level four, the Zilla grows to Huge Size, which has the following changes: Speed becomes 50', Space/Reach becomes 15'/15', natural weapons become 1d8 (Claws and Bite) and 2d6 (Tail), the usual Size-based modifiers apply to AC/attack rolls/Size-based maneuvers/Hide checks, and it gains +2 to its Strength, Constitution, and Natural Armour. Additionally, the Ionised Glow expands out to 60 feet (with 10' for the damaging effect), and its Breath Weapon reaches out to 50 feet with a +1 Bonus to the Save DC, and it can attempt a Break check as a Free Action once per object per turn when moving through, so as to stomp through terrain without being impeded.
Flash-Boil (Su): any time the fourth-level Zilla is underwater, activating its Ionised Glow boils the surrounding water and grants it a
Blur effect until the start of its next turn - this also works if it is at least 1/4 submerged in water. If fully underwater, it may use its Breath Weapon to create a Cone of Boiling Water - instead of the usual effects, this deals regular Fire damage but also gants both Zilla and everything in the area a
Blur effect until the start of its next turn.
Destructive Rampage (Ex): at level five, any time the Zilla takes damage, it may go on a rampage. This lasts until it has not taken damage for 3 rounds, and during this time, it gains a Trample attack dealing 2d8 damage plus one and a half times its Strength Bonus, applied any time it Overruns a target, its Speed and Swim Speed both increase by 20 feet, and all of its natural weapons are treated as having an actual Enhancement Bonus of +1 per 3 hit dice (round up), as well as the Ruinous property. The Enhancement Bonus is added to all Break attempts as well.
Nigh-Indestructability (Ex): the fifth-level Zilla is hard to damage and destroy. It gains Damage Reduction 15/-, Resistance 20 against Fire, Cold, Electricity and Acid, and Immunity to Poison and Disease. Furthermore, any time it would be subject to a [Death] effect or otherwise instantly slain by something without regards to damage, it instead just suffers 4 points of Strength and Constitution damage and is
Dazed for one round. This does not apply to death from Constitution Damage or Drain, or from Negative Levels, as they are close enough to damage to count. Similarly,
Power Word: Kill basically relies on damage having been done already, so it also bypasses this, but a vorpal sword or contact with an Umbral Blot wouldn't.
Nuclear Pulse (Su): starting at level six, any time the Zilla could unleash its breath weapon, it may instead unleash a nuclear pulse - this has the same restrictions and shares a cooldown with the breath weapon. It uses a Standard Action, and has two effects: firstly, radiation spreads from the Zilla in a 50' radius, dealing Ionised Glow damage to all in the area with no saving throw, and lighting the area for three rounds. Secondly, an explosion of flame bursts out to a 25' radius, dealing 1d10 Fire damage per hit die, with a Reflex Save for half (DC 16 + half its hit dice) and doing full damage to objects, completely ignoring Hardness. Anything that suffers any damage from either of these effects must attempt a Fortitude Save (same DC) or become
Sickened until healed. This still works just fine underwater, flash-boiling it to deal the damage and treating the affected sphere as a
Fog Cloud that will rise at the speed of 60' per round until it reaches the surface or cools back into regular water.
Destructive Stomp (Ex): should a seventh-level Zilla Trip an adjacent opponent, it may stomp on them as a Free Action. This may only be performed once per turn no matter how many people are Tripped, but it deals 4d6 damage plus one and a half times its Strength Bonus if they are the same size or larger than it, plus an extra 2d6 for every additional Size category of difference. Additionally, its Trample attack in a Destructive Rampage always deals the maximum amount of damage, and it may use a Standard Action at will to stomp on the ground, creating local tremors: this radiates from its space out to 5' per hit die, making a single Trip attempt and applying it against all in the area. Structures at least partially in the area suffer damage equal to 1d6 plus its Strength Bonus.
Gargantuan Size: at level eight, the Zilla grows Gargantuan in Size, with the following changes: Speed becomes 60' (30' for Swim Speed), Space/Reach becomes 20'/20', natural weapons become 2d6 (Claws and Bite) and 2d8 (Tail), the usual Size-based modifiers apply to AC/attack rolls/Size-based maneuvers/Hide checks, and it gains +4 to its Strength, Constitution, and Natural Armour. Additionally, the Ionised Glow expands out to 90 feet (with 15' for the damaging effect), and its Breath Weapon reaches out to 60 feet with another +1 to the Save DC, and it gains a Tail Sweep attack as a True Dragon of its Size. The radius for its Nuclear Pulse becomes 30' (Fire) and 60' (Radiation) and the Save DC increases by 1.
Atomic Ray (Su): starting at level eight, the Zilla can unleash its Atomic Breath in either the normal way, or instead as a 5' Wide, 120' Long Line of focused energy. This deals 2d6 damage per hit die to all in the area, with a Fortitude Save to reduce to 2 per hit die (DC 17 + half its hit dice). This damage is a [Force, Light] effect, and is Vile damage. Those that fail the save are also
Sickened until healed. Objects are completely
Disintegrated as per the spell.
Arcane Fusion Power (Su): upon reaching level nine, the Zilla can absorb certain types of magical power and undergo fusion. Any time it touches a [Force] effect, including being targeted by one even if it has no effect, the Zilla begins glowing with energy - for the next minute, it can use its Ionised Glow as a Swift Action, and anything damaged by it catches fire. Additionally, it may fly with a Speed of 30 feet (Clumsy) for the duration, and its Atomic Breath is instead the dreaded
Red Spiral Atomic Breath: the effect is twice as Long (and twice as Wide at the furthest point), and anyone that fails the Fortitude Save against being
Sickened also contracts a special disease, Rad Poisoning: this lasts until the damage is fully healed, has the same Save DC as the breath weapon, and causes 1d6 Strength, Dexterity and Constitution Drain, causing damage the moment it is contracted. Additionally, its Nuclear Pulse becomes
Thermonuclear Pulse: both radii are doubled, the Fire damage is maximised, everything that takes damage catches fire, and those who fail the Fortitude Save contract Rad Poisoning, just like with the Red Spiral Atomic Breath.
Deafening Roar (Ex): starting at level ten, the Zilla can roar extra loud with a Standard Action at will. Everything within 30' is suffers Sonic damage equal to the Zilla's hit dice, and is
Deafened for one hour. A successful Fortitude Save (same DC as the Breath Weapon) negates the deafness and halves the damage.
Spell Resistance (Ex): whenever the tenth-level Zilla is benefiting from Arcane Fusion Power, it has Spell Resistance equal to its hit dice plus eleven.
Magnetism (Su): at level eleven, the Zilla can harness electromagnetic power when utilising Arcane Fusion Power. It has a constant
Telekinesis effect, with a Caster Level equal to its hit dice, but only useable on metal (and creatures/objects that are mostly made of metal). It uses its Constitution as its casting ability score in this instance.
Colossal Size: at level twelve, the Zilla grows Colossal in Size, with the following changes: Speed becomes 70', Space/Reach becomes 30'/30', natural weapons become 2d8 (Claws and Bite) and 4d6 (Tail), the usual Size-based modifiers apply to AC/attack rolls/Size-based maneuvers/Hide checks, and it gains +8 to its Strength and Natural Armour, and +4 to its Constitution. Additionally, the Ionised Glow expands out to 120' (with 20' for the damaging effect), and its Breath Weapon reaches out to 70' with another +1 to the Save DC, or 140' Long for the Atomic Ray with +1 to the DC. The radius for its Nuclear Pulse becomes 35' (Fire) and 70' (Radiation), and the Save DC increases by another +1. Finally, its Deafening Roar increases to 45 feet.
Tempest Roar (Ex): at level 12, the Deafening Roar of the Zilla also exposes those in the area to Tornado-force winds for one round. Furthermore, if it is benefiting from Arcane Fusion Power, it can unleash those winds in a 70' Cone, with an actual Tornado (30' tall, 35' radius at the top, 5' at the ground) at the end of the effect. The tornado is then pushed forward, moving in a straight line at 200 miles per hour (1,760 feet per round) for one minute.
Regenerator (Ex): starting at level thirteen, the Zilla has Regeneration 10, overcome by Adamantium or Divine Magic.
Spell Reflection (Su): whenever a targeted Spell, or aimed spell resolved with a Ranged Attack or Ranged Touch Attack, fails to bypass the Spell Resistance of a fourteenth-level Zilla, the spell is bounced right back at the caster.
The Earth Crumbles (Su): the fifteenth-level Zilla is able to create an
Earthquake at will, as the spell, by spending a Standard Action stomping on the ground. This has a Caster Level equal to its hit dice.
Kaiju Size: at level sixteen, the Zilla grows even bigger than Colossal - it is now KAIJU Sized, with the following changes: Speed becomes 80' (with 40' for Swim Speed), Space/Reach becomes 50'/50', natural weapons become 4d6 (Claws and Bite) and 6d6 (Tail), Size-based modifiers increase to -10 to AC and attack rolls, -20 to Hide, +20 to Size-based maneuvers, and it gains another +4 to Strength, Constitution and Natural Armour. The Ionised Glow expands out to 250' (with 50' for the damaging effect), and its Breath Weapon reaches out to 100' (DC 30), or 200' Long for the Atomic Ray (DC 30). The radius for its Nuclear Pulse becomes 50' (Fire) and 100' (Radiation), Save DC 30, and its Deafening Roar increases to 60 feet. Its Tempest Roar becomes a 100' Cone, with the Tornado being 50' tall, 50' radius at the top.