Kaiju, Bezravnis
“Unleash the Fury: Witness the Cataclysmic Rampage of Bezravnis, the Inferno Below!”
Appearance: The colossal Bezravnis resembles a monstrous scorpion, its armored plates a fiery red and its stingers glowing with molten heat. Standing at 130 feet long, it casts a terrifying shadow over the desert sands.
Behavior: Bezravnis is a force of destruction, awakening every 273 years from its torpor to rampage across the land. Its actions seem driven by a cyclic pattern, targeting different cities with each cycle but always leaving ruin in its wake.
Habitat: The Inferno Below dwells in the sands of a high-altitude desert, emerging only during its cyclic rampages. It retreats back to its desert lair after wreaking havoc upon a city, burrowing deep to slumber until the next awakening.
Modus Operandi: Bezravnis follows a straight path of destruction, targeting heavily populated regions bordering the desert. Its attacks are devastating, often leaving cities in ruins and causing widespread panic and devastation.
Motivation: The reason behind Bezravnis’s cyclic rampages is not fully understood, but it seems linked to the passage of a red comet known as the Inferno Star. Some speculate that the kaiju’s appearance serves as a guardian against a greater threat, while others believe it to be driven by a longing for its home among the stars.
Kaiju, Bezravnis
Kaiju, Bezravnis
Bezravnis, the Inferno Below
Colossal Magical Beast (Earth, Kaiju), Chaotic Neutral
Armor Class 44 (natural armor)
Hit Points 615 (30d10 + 450)
Speed 100 ft., burrow 100 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 20 (+5) | 40 (+15) | 3 (-4) | 26 (+8) | 23 (+6) |
Saving Throws Str +18, Con +32, Wis +20
Skills Climb +31, Perception +37, Stealth +2 (+32 when burrowing)
Damage Resistances acid 30, cold 30, electricity 30, negative energy 30, sonic 30
Damage Immunities fire
Condition Immunities ability damage, ability drain, death effects, disease, fear
Senses darkvision 600 ft., low-light vision, tremorsense 600 ft., passive Perception 37
Languages Terran (cannot speak)
Challenge 26 (2,457,600 XP)
Traits
Burrowing Charge. 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 Bezravnis reaches the target, it erupts from the ground, dealing double damage with its attack.
Heat Beam (Recharge 4-6). 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, dealing 20d6 fire damage to everything in its path.
Poison (Sting). Injury; save DC 40; frequency 1/round for 6 rounds; effect: staggered for 1 round plus loss of fire immunity and resistance; cure 3 consecutive saves.
Web (Ex). Bezravnis’s webs are immune to fire damage. Entangled creatures take 2d6+6 bludgeoning damage at the start of each turn.
Actions
Multiattack. Bezravnis makes two claw attacks and three sting attacks.
Claw. Melee Weapon Attack: +40 to hit, reach 50 ft., one target. Hit: 4d6+18 slashing damage plus grab.
Sting. Melee Weapon Attack: +40 to hit, reach 50 ft., one target. Hit: 3d6+18 piercing damage plus 2d6 fire damage. The target must succeed on a DC 40 Constitution saving throw or be poisoned.
Legendary Actions
Bezravnis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bezravnis regains spent legendary actions at the start of its turn.
- Attack. Bezravnis makes one claw attack or one sting attack.
- Heat Beam (Costs 2 Actions). Bezravnis uses its Heat Beam ability.
- Web (Costs 2 Actions). Bezravnis makes one web attack.
Regional Effects. The region surrounding Bezravnis’s lair is scorched and desolate. The temperature rises significantly, causing heatwaves and droughts. Fire-based spells and effects are enhanced, while water-based spells and effects are diminished. Natural fires become more frequent, and volcanic activity may increase.
- Scorched Environment: The region surrounding Bezravnis’s lair becomes scorched and desolate. Vegetation withers, and the ground cracks from the intense heat. Any water sources in the vicinity dry up, creating parched landscapes and drought conditions.
- Heightened Temperature: The ambient temperature rises significantly in the affected area. Heatwaves are common, and the air shimmers with oppressive heat. Creatures and plants not adapted to extreme temperatures suffer, while those that thrive in such conditions become more active.
- Enhanced Fire Magic: Fire-based spells and effects are amplified within the region. Flames burn hotter and brighter, and fire spells cast within the area are more potent. This effect extends to both natural and magical fires, making them more difficult to extinguish.
- Diminished Water Magic: Conversely, water-based spells and effects are weakened in the affected area. Bodies of water shrink, and water-based spells have reduced effectiveness. Attempts to summon or manipulate water encounter greater resistance, making hydrokinetic magic less reliable.
- Increased Natural Fires: The frequency of natural fires rises within the region. Sparks from friction, lightning strikes, or volcanic activity ignite combustible materials more readily, leading to more frequent wildfires. These fires spread quickly due to the dry conditions, posing a significant hazard to both flora and fauna.
- Volcanic Activity: In areas with volcanic activity, Bezravnis’s presence may trigger increased volcanic eruptions. The ground rumbles with seismic activity, and volcanic vents release plumes of ash and smoke. Lava flows may surge from fissures in the earth, posing additional dangers to those in the vicinity.
The armored plates of this immense, three-tailed scorpion are fiery red, and its stingers glow with molten heat.
Bezravnis, known also as the Inferno Below, dwells in the sands of a sparsely inhabited high-altitude desert found in the shadow of the world’s largest mountain range. There, the 130-foot-long beast slumbers the centuries away until its cycle of wakefulness rouses it from its torpor and causes it to emerge from the sands in an eruption of fire and ash. The Inferno Below then begins its rampage, traveling in a straight line toward a heavily populated region bordering the great desert.
Typically, the Inferno Below’s rampage is limited to a single city, and never the same one twice in a row. After destroying no less than two-thirds of the city, it retreats back to the vast desert, burrows deep, and settles into a new sleep of ages.
The reason for the Inferno Below’s cyclic rampages is not well understood, but the cycle of these rampages functions like clockwork – they take place every 273 years with little deviation. As there seems to be no pattern to the kaiju’s attacks themselves, with a different city being targeted each cycle, the cities of the bordering nations do their best to prepare for the monster’s attack. The nations themselves have little love for each other, and attempts to generate lures to direct the kaiju’s march toward an enemy city are common’ yet these lures have yet to work, and in fact they seem to result in the kaiju attacking a city in the luring nation more often than not.
Other cities spare no expense during a so-called “Inferno Season,” and send huge armies of scouts into the desert to watch for signs of the kaiju’s emergence or traces of its burrowing passage through the sands, in hopes of determining the direction of the beast’s travel and warning likely target cities (or, in the case of a trajectory that leads it to an enemy city, working to silence warnings).
Kaiju scholars have correlated Bezravnis’s appearance with the passage of a singular red comet in the skies above the world – an astronomical event known as the Inferno Star. As the comet nears the world, Bezravnis emerges, and as the comet vanishes from the sky, the kaiju turns its back and returns to the desert. Confirmation of this correlation has given rise to numerous theories.
Some believe that Bezravnis first fell to the world from the Inferno Star, and its advent wakens within the beast a bewildered longing for home that drives it into a frenzy. Others hold that the kaiju exists as a guardian against an even more deadly occupant of the Inferno Star, and that by displaying its power by destroying a city, Bezravnis is in fact protecting the world by driving the Inferno Star back into the depths of space.
But Bezravnis doesn’t always have the luxury of waiting for the Inferno Star to draw near before waking. At several points in the past, lunatics, cults, and accidents have woken the kaiju before its appointed time. Some mad, apocalyptic-minded spellcasters use powerful magic to cause great explosions above the sands where the kaiju slumbers. Earthquakes, severe weather phenomena, and similar natural events have been known to waken the monster early as well.
When Bezravnis wakens off-cycle like this, the monster is particularly foul-tempered. It’s rampage does not follow a straight line (instead, its travels are erratic as it pursues the perceived cause of its wakening with single-minded ferocity and tenacity. In this way, cults have accomplished what the border nations have not)leading the kaiju to attack an enemy. Of course, such tactics are dangerous and often backfire, for Bezravnis is fast and destructive, and it has been known to follow such tormenters.
Bezravnis doesn’t seem to be particularly vexed by the presence of other kaiju, and ignores them unless it is attacked first. Once attacked, however, the Inferno Below becomes singularly focused and deviates from its path to fight the target creature as long as it remains visible or alive. Smaller foes can sometimes distract the kaiju from its path in this manner if they can deal enough damage upon the creature to bait it into directing its furious rage on them.
BEZRAVNIS CR 26 |
XP 2,457,600 CN Colossal magical beast (earth, kaiju) Init +9; Senses darkvision 600 ft., Low-Light Vision, tremorsense 600 ft.; Perception +37 |
DEFENSE |
AC 44, touch 7, flat-footed 39 (+5 Dexterity, +37 natural, -8 size) hp 615 (30d10+450); fast healing 30 Fort +32, Ref +24, Will +20 Defensive Abilities ferocity, recovery; 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+18/1920 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) |
STATISTICS |
Strength 47, Dexterity 20, Constitution 40, Intelligence 3, Wisdom 26, Charisma 23 Base Atk +30; CMB +56 (+60 bull rush, +60 grapple); CMD 71 (73 vs. bull rush, 83 vs. trip) 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); Racial Modifiers +16 Perception, +30 Stealth when burrowing Languages Terran (can’t speak) SQ massive, no breath |
ECOLOGY |
Environment warm deserts Organization solitary (unique) Treasure incidental |
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) Stinginjury; 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. |
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.