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Starfinder – Let’s Make a Kaiju

Recently someone was looking for high CR threats for their Starfinder game, highlighting a blank spot in the system I hadn’t been aware of until it was pointed out. There really aren’t a lot of high CR creatures in the Alien Archives, and apparently only one above 20 (the terrifying Rendalairn, if you were wondering.) From the design side, I can tell you it takes a lot more time and system knowledge to create a 20+ death dealing monstrosity than a CR 2 space hippo, and that space hippo is going to get used at a lot more tables than the threat to all life in the universe will, so I can understand why there isn’t much diversity in that design space. That said, no reason we can’t do a little infill.

MtG Hydra art by Jaime Jones
Art by Jaime Jones

Long time readers will know I’ve got a soft spot for Kaiju, and we only have two official ones (the Tekenki and the Kyokor). What’s more, we don’t have any named ones, and half the fun of Kaiju is giving the big monsters grandiose names and personalities. Good news here, as I’ve already done a fair amount of the leg work with the expanded size table here and updated Kaiju creature type graft here. Combine those with the creature rules in Alien Archive 1 and we can put something together fairly quick.

Art by Brett MacDonald
Art by Brett MacDonald

SUDAZ THE HYDRA-MOTHER
CR 23

XP 819,200

NE Vast kaiju

Init +12; Senses blindsense (heat) 300 ft., blindsense (scent) 300 ft., darkvision 600 ft., low-light vision; Perception +40

DEFENSE

HP 600

EAC 36; KAC 38

Fort +22; Ref +22; Will +20

Defensive abilities hydra traits, recovery, regeneration 15 (good aligned fire), regenerate head; DR 12/-; Immunities ability damage, ability drain, acid, death effects, disease, fear, and poison; Resistance cold, electricity, sonic 15

OFFENSE

Speed 120 ft., climb 120 ft., swim 120 ft.

Melee primary bite +36 (12d10+31 P & A, plus swallow whole) or secondary bite +33 (6d10+31 P & A) or tail slap +33 (6d10+31 B)

Multiattack secondary bites (x6) +33 (6d10+31 P & A)

Ranged spit acid +36 (13d6+21 A, critical corrode 7d8)

Space 45 ft.; Reach 30 ft.

Offensive Abilities action surge (4 standard, 3 move), breath weapon (140 ft. line, 21d8 A, Reflex DC 25 half, usable every 1d4 rounds), demolish structures, hurl debris, hurl foe, swallow whole (12d10+31 P & A, EAC 36, KAC 34, 150 HP)

STATISTICS

Str +10; Dex +12; Con +7; Int +3; Wis +6; Cha +5

Skills  Athletics +35, Intimidate +40, Survival +35

Languages Aklo, Draconic, Sekmin/Serpentfolk

Other Abilities amphibious, massive, water breathing

ECOLOGY

Environment swamp, jungle, large bodies of water

Organization solitary

SPECIAL ABILITIES

Hydra Traits (Ex) Sudaz can be killed by severing all of their heads or slaying their body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon or energy weapon that deals fire damage, targeting a head. A head is considered a separate weapon with hardness 0 and 66 HP. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals 66 damage to Sudaz. Sudaz can’t attack with a severed head, but takes no other penalties.

Regenerate Head (Ex) When one of Sudaz’s head is destroyed, two heads regrow in 1d4 rounds. Sudaz cannot have more than 14 heads at any one time. If the primary head is severed, one of the other heads becomes the primary on the next round. To prevent new heads from growing, at least 30 points of good aligned fire damage must be dealt to the stump before they appear. Good aligned fire damage from area attacks can affect stumps and the body simultaneously. Sudaz doesn’t die from losing its heads until all are cut off and the stumps are seared by good aligned fire damage.

One titanic and six smaller viper heads rise from this massive serpentine body with six legs. Sudaz is an ancient creature that has existed since before the rise of humanity, moving from the Plane of Water to various worlds and back as whim takes her. Much of her time is spent in the depths of large bodies of water, either in hibernation or hunting the benthic creatures there that serve as food for her endless hunger. She is a mobile catastrophe on land, and relishes in destruction, but is keenly aware that she is actually vulnerable outside of water where flame can be applied to thwart her regeneration, and will try to engage in significant combat near a body of water she can retreat to. She always keeps an avenue of retreat available, and is not above fleeing a foe that proves surprisingly challenging to either attack again after she has healed, or lure them into facing her in the water.


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Categories: Article Writing

Jeremy Corff

Artist and Writer