Mogaru, the Final King – Epic Kaiju

Mogaru, the Final King – Epic Kaiju

Mogaru, the Final King – Epic Kaiju
Mogaru, the Final King, rises from his jungle lake as red energy gathers along his dorsal spines.

Mogaru, called the Final King by kaiju scholars and King Mogaru by frightened coastal communities, is among the most active and destructive kaiju known to the world.

Mogaru is as willing to tear through mortal settlements as he is to attack another kaiju. His arrival during a kaiju assault may save a kingdom from one monster while leaving its ports, fortresses and surrounding countryside in ruins. To those living beneath his shadow, Mogaru is neither protector nor enemy. He is a force whose ancient purposes occasionally coincide with mortal survival.

Appearance

Mogaru is a colossal bipedal saurian standing approximately 140 feet high and measuring nearly 300 feet from his snout to the ends of his two tails. He weighs close to 20,000 tons.

His immense body rests upon two pillar-like hind legs. Two powerful forearms end in hooked claws capable of tearing through towers, ships and fortified gates. Heavy charcoal scales cover his body, while a ridge of jagged dorsal spines runs from his skull to the point where his body divides into two muscular tails.

When Mogaru gathers power, crimson light appears beneath his scales. The glow travels along his spine until every dorsal plate burns like heated iron. He then releases the accumulated energy through his mouth as a beam of fire and force or launches it from his dorsal spines as a storm of destructive bolts.

Habitat

Mogaru sleeps beneath an exceptionally deep lake surrounded by tropical forest. The lake descends into flooded caverns and volcanic fractures large enough to conceal his body beneath miles of black water and stone.

The jungle surrounding the lake is marked by warm rain, sudden tremors and unexplained changes in water level. Fish rise stunned or dead after pulses of red light pass through the depths. Birds and land animals abandon the shore when he begins to stir.

Mogaru may remain dormant for generations. Powerful warfare, magical explosions, volcanic activity, dangerous summoning rites or the approach of another kaiju can awaken him. Once roused, he can cross forests, seas and kingdoms without resting.


  • Mogaru — D&D 5E 2024 Epic Stat Block
  • Mogaru — Pathfinder 1E
  • Mogaru, the Final King Pathfinder

This conversion uses SpiralWorlds epic challenge ratings and ability scores above 30.

Gargantuan Monstrosity (Kaiju, Titan), Chaotic Neutral

Armor Class 29 (natural armor)

Hit Points 867 (34d20 + 510)

Speed 100 ft., swim 100 ft.

Initiative +15 (25)

STRDEXCONINTWISCHA
50 (+20)21 (+5)41 (+15)3 (−4)30 (+10)26 (+8)

Saving Throws Str +30, Dex +15, Con +25, Wis +20, Cha +18

Skills Athletics +30, Perception +20

Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing and slashing from non-epic attacks

Damage Immunities fire

Condition Immunities frightened

Senses darkvision 600 ft., passive Perception 30

Languages understands Aquan but cannot speak

Challenge 35 (Epic; 350,000 XP; Proficiency Bonus +10)

Traits

Absorb Energy. The first time after the start of each of Mogaru’s turns that he would take acid, cold, fire, lightning, necrotic or thunder damage, that damage type becomes his absorbed energy until the start of his next turn.

Mogaru takes no damage from the triggering effect and instead regains Hit Points equal to the damage that the effect would have dealt before applying resistance or immunity. Until the start of his next turn, further damage of the absorbed type also heals him instead of harming him.

Other energy types affect Mogaru according to his normal resistances and immunities but do not heal him during that round. Mogaru cannot absorb energy created by his own abilities.

Amphibious. He can breathe air and water.

See Invisibility. Mogaru sees invisible creatures and objects within 600 feet as though they were visible.

Epic Attacks. Mogaru’s attacks are magical and epic. Attacks made by artifacts, deities, kaiju, titans and creatures of CR 21 or higher also count as epic for the purpose of overcoming Mogaru’s resistances.

Ferocity. If Mogaru is reduced to 0 Hit Points while Annual Recovery is unavailable, he does not immediately fall unconscious. He remains conscious and can act normally until the end of his next turn. If he still has 0 Hit Points at that time, he dies.

Immutable Vitality. He is immune to disease, effects that reduce his ability scores, effects that reduce his Hit Point maximum and effects that would kill him without first reducing him to 0 Hit Points.

Kaiju Recovery. At the end of each of his turns, Mogaru can repeat one saving throw against an effect that has charmed, incapacitated, paralyzed, petrified, restrained or stunned him or magically transformed him. He ends that effect on a success.

Kaiju Recovery cannot end an influence created by Susceptible to Song.

Legendary Resistance (5/Day). If Mogaru fails a saving throw, he can choose to succeed instead. He cannot use Legendary Resistance against Susceptible to Song.

Massive. He occupies a space 60 feet on each side. He can move through the spaces of Huge or smaller creatures, and those creatures can move through his space. His space is difficult terrain for other creatures.

Ordinary uneven ground does not slow Mogaru. Settlements, dense forests and major fortifications are difficult terrain for him.

Mogaru cannot be grappled, knocked prone or restrained or shoved by a creature smaller than Gargantuan.

A Large or smaller creature can climb Mogaru by succeeding on a DC 30 Strength (Athletics) or Dexterity (Acrobatics) check. A creature climbing Mogaru moves with him and has Advantage on melee attacks against exposed locations such as his eyes or dorsal spines. Entering or climbing Mogaru’s space provokes an Opportunity Attack from him.

Regeneration. He regains 30 Hit Points at the start of each of his turns if he has at least 1 Hit Point.

Annual Recovery (1/Year). When damage would reduce Mogaru to 0 Hit Points and kill him, he can instead take no damage from that instance and regain Hit Points equal to twice the damage dealt, to a maximum of his Hit Point maximum.

Mogaru then becomes disoriented and begins a compulsory retreat. At the start of each of his turns, he moves up to twice his Speed by the safest available route toward his lair. During this retreat, he cannot take Actions, Bonus Actions or Reactions, and his movement does not provoke Opportunity Attacks.

Any damage dealt to Mogaru by an external source immediately ends the compulsory retreat and allows him to act normally.

Sense Kaiju. Mogaru always knows the direction and approximate distance to the nearest active kaiju on the same plane. Effects that prevent divination also prevent this sense.

Siege Monster. Mogaru deals double damage to objects and structures.

Susceptible to Song. Mogaru’s actions can be influenced by a sustained vocal performance that he can hear.

Outside combat, Mogaru automatically notices a song directed specifically toward him from within 100 feet. During combat, sustained singing has a cumulative 20 percent chance per round of attracting his attention. The chance is 20 percent during the first round, 40 percent during the second, 60 percent during the third, 80 percent during the fourth and automatic during the fifth.

Once Mogaru notices the song, the singer must use an Action and succeed on a DC 30 Charisma (Performance) check. The singer cannot receive Help on this check.

On a success, Mogaru makes a Wisdom saving throw with a DC equal to the singer’s Performance check result. The singer may suggest a course of action as though using the Suggestion spell.

  • On a failed save, Mogaru follows the suggestion for up to 8 hours.
  • On a successful save, the performance still reaches him, but he follows the suggestion for only 1d4 rounds.

The suggestion cannot require obvious and immediate self-destruction. A particular singer can influence Mogaru only once per day.

Actions

Multiattack. Mogaru makes one Bite attack, two Claw attacks and two Tail Slam attacks. He can replace his Bite attack with Swallow against a creature grappled in his jaws.

Bite. Melee Attack Roll: +30, reach 60 ft. Hit: 48 (8d6 + 20) Piercing damage.

If the target is Gargantuan or smaller, it has the Grappled condition (escape DC 38). Mogaru can hold one creature in his jaws at a time.

Claw. Melee Attack Roll: +30, reach 50 ft. Hit: 38 (4d8 + 20) Slashing damage.

Tail Slam. Melee Attack Roll: +30, reach 90 ft. Hit: 31 (6d6 + 10) Bludgeoning damage.

A Huge or smaller target must succeed on a DC 38 Strength saving throw or be hurled up to 60 feet in a direction Mogaru chooses and land Prone.

If the target strikes a solid object before travelling the full distance, the target and the object each take 7 (2d6) Bludgeoning damage for every 20 feet of movement remaining.

Swallow. Mogaru swallows one Huge or smaller creature grappled in his jaws. The creature takes 35 (10d6) Bludgeoning damage and 35 (10d6) Fire damage and has the Blinded and Restrained conditions.

A swallowed creature has total cover against attacks and effects originating outside Mogaru. At the start of each of Mogaru’s turns, every swallowed creature takes 35 (10d6) Bludgeoning damage and 35 (10d6) Fire damage.

If Mogaru takes at least 70 damage during a single turn from creatures inside him, he must succeed on a DC 34 Constitution saving throw at the end of that turn or regurgitate every swallowed creature. A regurgitated creature lands Prone in an unoccupied space within 60 feet of Mogaru.

Trample. Mogaru moves up to his Speed without provoking Opportunity Attacks and can enter the spaces of Gargantuan or smaller creatures.

Each creature whose space Mogaru enters must make a DC 38 Dexterity saving throw. On a failed save, a creature takes 56 (8d8 + 20) Bludgeoning damage and falls Prone. On a successful save, it takes half as much damage and is pushed into the nearest unoccupied space.

A creature can be affected only once during each use of Trample.

Red Ruin Breath (Recharge 5–6). Mogaru releases a beam of fiery red force. He chooses either a 1,200-foot-long, 30-foot-wide line or a 600-foot cone.

Each creature in the area must make a DC 33 Dexterity saving throw, taking 70 (20d6) Fire damage and 70 (20d6) Force damage on a failed save, or half as much damage on a successful one. Cover grants no bonus to this saving throw.

A creature that fails the save is staggered for 1d6 rounds. While staggered, its Speed is halved, it cannot take Reactions and it can make no more than one attack during its turn.

A creature reduced to 0 Hit Points by Red Ruin Breath is disintegrated along with its nonmagical equipment. Objects and structures automatically fail the saving throw.

Dorsal Firebolts. Mogaru can use this action only during his turn immediately following Red Ruin Breath. He launches red energy from his glowing dorsal spines at targets within 1,200 feet, choosing one of the following volleys:

  • Focused Bolt: Mogaru makes one ranged attack at +15. On a hit, the target takes 35 (10d6) Fire damage and 35 (10d6) Force damage.
  • Three-Bolt Volley: Mogaru makes three ranged attacks at +15. On a hit, each bolt deals 14 (4d6) Fire damage and 14 (4d6) Force damage.
  • Six-Bolt Barrage: Mogaru makes six ranged attacks at +15. On a hit, each bolt deals 7 (2d6) Fire damage and 10 (3d6) Force damage.

The bolts can strike one target or several targets. A bolt deals full damage to objects and structures, ignores resistance to fire possessed solely because the target is an object and treats a Damage Threshold of 20 or lower as 0.

Reaction

Reflexive Breath. When a creature provokes an Opportunity Attack from Mogaru, he can replace the attack with a shortened but equally intense blast of Red Ruin Breath directed solely at that creature.

The target must make a DC 33 Dexterity saving throw, taking 70 (20d6) Fire damage and 70 (20d6) Force damage and becoming staggered for 1d6 rounds on a failed save. On a successful save, it takes half as much damage and is not staggered.

Using Reflexive Breath does not expend or affect the recharge of Red Ruin Breath.

Legendary Actions

Mogaru can take four Legendary Actions, choosing from the options below. He can take only one Legendary Action at a time and only at the end of another creature’s turn. Mogaru regains all spent Legendary Actions at the start of his turn.

  • Advance. He moves up to half his Speed.
  • Claw. He makes one Claw attack.
  • Tail Slam. He makes one Tail Slam attack.
  • Twin-Tail Sweep (Costs 2 Actions). Mogaru makes two Tail Slam attacks against different targets.
  • Trample (Costs 2 Actions). Mogaru uses Trample but can move only up to half his Speed.

Lair Actions

When Mogaru fights within his jungle lake or the surrounding forest, he can draw upon the energy accumulated throughout his lair. On Initiative Count 20, Mogaru uses one of the following effects:

  • Crimson Upwelling. Red energy erupts from a point Mogaru can see within 600 feet. Each creature in a 30-foot-radius, 100-foot-high cylinder must make a DC 34 Dexterity saving throw, taking 44 (8d10) Fire damage and 44 (8d10) Force damage on a failed save, or half as much damage on a successful one.
  • Lake Surge. Mogaru causes a wall of water up to 100 feet long, 30 feet wide and 30 feet high to move up to 200 feet. Each creature struck by it must make a DC 34 Strength saving throw. On a failed save, a creature takes 44 (8d10) Bludgeoning damage, is carried to the end of the surge and falls Prone. On a successful save, it takes half as much damage and is not moved.
  • Falling Jungle. Trees, cliffs or ruined structures collapse in three 20-foot-radius areas Mogaru can see within 600 feet. Each creature in an affected area must make a DC 34 Dexterity saving throw. On a failed save, it takes 36 (8d8) Bludgeoning damage and has the Restrained condition beneath the debris. A creature can use an Action to make a DC 25 Strength check, freeing itself or another creature within reach on a success.

Regional Effects

The region surrounding Mogaru’s lair is altered by his sleeping presence:

  • Water within 6 miles of the lake occasionally glows red beneath the surface.
  • Low tremors pass through the ground in patterns resembling an immense, slow heartbeat.
  • Fish and land animals flee the lake several hours before Mogaru begins to wake.
  • Songs directed toward Mogaru carry across the lake with unnatural clarity, even through heavy rain and violent wind.
  • Magical fire used within 1 mile of the lake sometimes bends toward the water as if drawn by an unseen current.

These effects fade over 1d10 years if Mogaru permanently abandons the lake.

MOGARU CR 28
XP 4,915,200
CN Colossal magical beast (kaiju, water)

Init +9; Senses darkvision 600 ft., low-light vision, see invisibility, sense kaiju; Perception +45

Defense

AC 47, touch 7, flat-footed 42 (+5 Dex, +40 natural, −8 size)

hp 697 (34d10+510); fast healing 30

Fort +34, Ref +24, Will +23

Defensive Abilities absorb energy, ferocity, recovery; DR 20/epic; Immune ability damage, ability drain, death effects, disease, energy drain, fire and fear; Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30

Weaknesses susceptible to song

Offense

Speed 100 ft., swim 100 ft.

Melee bite +46 (8d6+20/19–20 plus grab), 2 claws +46 (4d8+20/19–20), 2 tail slaps +44 (6d6+10/19–20)

Ranged firebolts +31 touch (variable damage)

Space 60 ft.; Reach 60 ft.

Special Attacks breath weapon, fast swallow, hurl foe, reflexive breath, swallow whole (10d6 bludgeoning and 10d6 fire damage, AC 30, 69 hp), trample (4d8+30, DC 47)

Statistics

Str 50, Dex 21, Con 41, Int 3, Wis 30, Cha 26

Base Atk +34; CMB +62 (+66 bull rush, +66 grapple, +66 sunder); CMD 79 (81 vs. bull rush, 81 vs. sunder)

Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Staggering Critical, Vital Strike

Skills Perception +45, Swim +49; Racial Modifiers +16 Perception

Languages Aquan (cannot speak)

SQ massive

Ecology

Environment warm forests or water

Organization solitary (unique)

Treasure incidental

Special Abilities

Absorb Energy (Ex). It absorbs energy attacks that affect him, including negative energy. Damage prevented by one of his resistances or immunities heals him by an amount equal to the damage prevented.

Mogaru can absorb only one energy type during each round. The first applicable energy type to affect him determines the energy he absorbs for that round, whether or not the effect would otherwise penetrate his resistance or immunity. His other resistances and immunities continue to function but do not heal him during that round.

Hit points gained beyond Mogaru’s normal maximum are lost. Mogaru cannot absorb energy produced by his own abilities.

Breath Weapon (Su). Once every 4 rounds, It breathes a beam of fiery red force. He chooses either a 1,200-foot line or a 600-foot cone.

Creatures within the area take 20d6 points of fire damage and 20d6 points of force damage and are staggered for 1d6 rounds. A DC 42 Reflex save halves the damage and prevents the staggered condition.

Cover provides no bonus on this saving throw. A creature slain by the breath weapon is disintegrated regardless of whether it succeeded at its saving throw. The save DC is Constitution-based.

Fast Swallow (Ex). Mogaru can use swallow whole as a free action at any time during his turn rather than only at the beginning of his turn.

Ferocity (Ex). Mogaru remains conscious and continues fighting when his hit point total falls below 0. He still dies when his negative hit points equal his Constitution score unless his recovery ability intervenes.

Firebolts (Su). As a standard action during any round immediately following the use of his breath weapon, Mogaru can launch bolts of red energy from his dorsal spines at targets within 1,200 feet.

Mogaru chooses one of the following volleys:

  • One firebolt dealing 20d6 points of damage.
  • Three firebolts, each dealing 8d6 points of damage.
  • Six firebolts, each dealing 5d6 points of damage.

Each bolt requires a ranged touch attack. Half of the damage is fire damage and half is force damage. When a result cannot be divided evenly, Mogaru chooses which damage type receives the remaining point.

Firebolts deal full damage to objects and ignore the first 10 points of an object’s hardness.

Hurl Foe (Ex). When Mogaru damages a Huge or smaller creature with a natural attack, he can attempt a combat maneuver check as part of that attack.

On a success, the target is hurled 10 feet in a direction Mogaru chooses and falls prone. The distance increases by 10 feet for every 5 points by which Mogaru’s combat maneuver check exceeds the target’s CMD.

If an obstacle stops the target before it travels the full distance, the target and the obstacle each take 1d6 points of damage for every 10 feet of movement remaining. The target falls prone in the space adjacent to the obstacle.

Massive (Ex). Ordinary uneven ground and similar terrain features do not hinder Mogaru. Settlements and forests count as difficult terrain.

Huge or smaller creatures can move through Mogaru’s space, and Mogaru can move through their spaces. Mogaru can make attacks of opportunity only against Huge or larger creatures and can be flanked only by Huge or larger creatures.

Mogaru gains a higher-ground bonus only when his entire space is higher than his target’s space.

A Huge or smaller creature can climb Mogaru with a successful DC 30 Acrobatics or Climb check, as appropriate to the route used. A Small or larger creature attempting to climb Mogaru provokes an attack of opportunity.

Recovery (Ex). Whenever Mogaru fails a saving throw against a mind-affecting, paralysis, petrification, polymorph or immobilizing effect, he can attempt a new saving throw at the end of his turn to remove one such effect. Attempting this save requires no action.

Once per year, if Mogaru takes damage that would kill him by reducing his hit points to a negative amount equal to his Constitution score, the damage instead heals twice the amount of damage dealt.

This healing leaves Mogaru disoriented and demoralized. He becomes nauseated and seeks only to return to his lair. Any amount of damage dealt to him by an external source before he reaches his lair immediately ends the nauseated condition and allows him to stop retreating and attack.

Reflexive Breath (Ex). The first time during a round that Mogaru could make an attack of opportunity, he can instead release a shortened breath weapon against the creature that provoked it.

The target suffers the normal damage and effects of Mogaru’s breath weapon. A DC 32 Reflex save halves the damage and prevents the staggered condition.

This use does not affect the recharge time of Mogaru’s normal breath weapon. The save DC is Constitution-based and includes a −10 penalty.

Sense Kaiju (Su). Mogaru can sense the location of the nearest active kaiju as though using discern location.

Susceptible to Song (Ex). Mogaru’s actions can be influenced by song if he notices the performance.

Outside combat, he automatically notices a song directed toward him from within 100 feet. During combat, sustained singing has a cumulative 20 percent chance per round of attracting his attention.

Once Mogaru notices the song, the singer must succeed on a DC 35 Perform (sing) check. The singer cannot take 10 or 20, and the check cannot benefit from the aid another action.

The result of the Perform check becomes the DC of Mogaru’s Will save. On a successful performance, the singer can influence Mogaru as though using suggestion, with a caster level equal to the singer’s ranks in Perform (sing).

  • If Mogaru fails his Will save, the influence lasts for the normal duration of suggestion.
  • If Mogaru succeeds, the influence still lasts for 1d4 rounds.

Mogaru cannot use recovery to end this influence. A particular singer can influence Mogaru only once per day.


D&D 3.5e Compatibility

The Pathfinder 1E statistics can be used in D&D 3.5e with the following adjustments:

  • Replace CMB and CMD with Grapple +70.
  • Use Listen +45, Spot +45 and Swim +49 as Mogaru’s principal skills.
  • Replace the Pathfinder feat list with Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Awesome Blow, Improved Sunder, Improved Critical (bite), Improved Critical (claw) and Multiattack.
  • Mogaru’s natural attacks count as epic and magical for overcoming damage reduction.
  • Resolve hurl foe through an opposed grapple check or the normal bull rush rules where CMB and CMD would otherwise be required.
  • Use the PF1e breath weapon, firebolts, recovery, massive, susceptible to song and other special abilities without alteration.

This towering saurian lumbers on its hind legs, its twin tails thrashing and the spines on its back glowing with red energy.

Mogaru, known as the Final King to kaiju scholars, or simply as King Mogaru, is one of the most destructive of his kind. Although not the most powerful kaiju (a sobering thought in and of itself), Mogaru is certainly the most active of the known kaiju.

Additionally, Mogaru seems to be as eager to rampage through the works of humanity as he is to attack and kill other kaiju, making him something of a mixed blessing to kaiju-threatened cities. While the prospect of an attack by Mogaru is the stuff of nightmares, the possibility of his intervention during a different kaiju attack is the stuff of hope, though the damage dealt to a city during its defense may be significant. Mogaru appears as a towering dinosaur with twin tails, spines that glow red as he uses his breath weapon, and two powerful clawed forearms.

King Mogaru dwells in the depths of a tropical jungle, sleeping silently at the bottom of an unusually deep lake until roused. Legends hold that Mogaru was born of the world itself, either formed from the spirits of countless plants and animals resulting from ages of hunting and predation by humanoids for food or sport or formed from the souls of the countless slain in an ancient apocalypse or war that devastated one of the first of the world’s empires.

Regardless of the actual cause, the birth of Mogaru in these legends seems to be the same – soon after another kaiju, Lord Varklops, emerged from an erupting volcano, Mogaru rose to oppose the Thrice-Headed Fiend in a vast battle that nearly slew Varklops while devastating an entire nation in the process. Mogaru is also rumored to have slain no fewer than a dozen other kaiju, including Agmazar the Star Titan, now believed to be the only undead kaiju in existence.

Of particular note is the curious fact that Mogaru exhibits a particularly unique interest in song. Legends of skilled singers being able to save their cities with a single mournful paean to the kaiju, or of vengeful bards using their craft to waken the monster from his lair to send him on a rampage are common along coastal regions with a history of kaiju attacks, and in such regions renowned singers are well respected for this ability to influence one of the world’s most destructive creatures. Kaiju scholars suspect that song manages to penetrate Mogaru’s memories of some primeval event, but the reasons for the kaiju’s reaction to the song are its own.

Mogaru stands 140 feet high and weighs 20,000 tons, and is nearly 300 feet long from nose to tail.

MOGARU CR 28
XP 4,915,200

CN Colossal magical beast (kaiju, water)

Init +9; Senses darkvision 600 ft., low-light vision, see invisibility, sense kaiju; Perception +45
DEFENSE
AC 47, touch 7, flat-footed 42 (+5 Dexterity, +40 natural, -8 size)

hp 697 (34d10+510); fast healing 30

Fort +34, Ref +24, Will +23

Defensive Abilities absorb energy, ferocity, recovery; DR 20/epic; Immune ability damage, ability drain, death effects, disease, energy drain, fire, and fear; Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30

Weaknesses susceptible to song
OFFENSE
Speed 100 ft., swim 100 ft.

Melee bite +46 (8d6+20/19-20 plus grab), 2 claws +46 (4d8+20/19-20), 2 tail slaps +44 (6d6+10/19–20)

Ranged firebolts +31 touch (damage variable; see below)

Space 60 ft.; Reach 60 ft.

Special Attacks breath weapon, ferocity, fast swallow, hurl foe, reflexive breath, swallow whole (10d6 bludgeoning and 10d6 fire damage, AC 30, 69 hp), trample (4d8+30, DC 47)
STATISTICS
Strength 50, Dexterity 21, Constitution 41, Intelligence 3, Wisdom 30, Charisma 26

Base Atk +34; CMB +62 (+66 bull rush, +66 grapple, +66 sunder); CMD 79 (81 vs. bull rush, 81 vs. sunder)

Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Staggering Critical, Vital Strike

Skills Perception +45, Swim +49; Racial Modifiers +16 Perception

Languages Aquan (can’t speak)

SQ massive
ECOLOGY
Environment warm forests or water

Organization solitary (unique)

Treasure incidental
SPECIAL ABILITIES
Absorb Energy (Ex) Mogaru absorbs energy attacks that damage him, including negative energy attacks. Damage blocked by one of his resistances or immunities instead heals him an amount equal to the damage dealt. He may absorb only one kind of energy in this manner in a round. The first type of energy that affects him in a round (whether or not it penetrates his immunities or resistance to actually damage him) sets the type of energy he absorbs for that round. Hit points gained in excess of his normal maximum are lost. Mogaru cannot gain healing from energy effects generated by himself.

Breath Weapon (Su) Once every 4 rounds, Mogaru can breathe out a beam of fiery red force. When Mogaru uses this attack, he can choose to focus the breath weapon into a single 1,200-foot-long line, or he can shorten the range and turn his head and body while breathing, effectively affecting a 600-foot-long cone.

All creatures caught in this area of effect take 20d6 points of fire damage, 20d6 points of force damage, and are staggered for 1d6 rounds from the devastating energy (Reflex DC 42 halves the damage and prevents the staggered effect). A creature slain by this effect is disintegrated, whether the saving throw was successful or not. This breath weapon is particularly effective at blasting through cover-cover does not grant any bonuses on Reflex saves against Mogaru’s breath weapon. The save DC is Constitution-based.  

Firebolts (Su) As a standard action on any round immediately following the use of his breath weapon, Mogaru can fire bolts of red energy from the glowing spines along his back. These bolts are ranged touch attacks with a range of 1,200 feet. When Mogaru uses this ability, he must choose between firing one firebolt, three firebolts, or six firebolts. If he fires one, it deals 20d6 points of damage on a hit. If he fires three bolts, each deals 8d6 points of damage on a hit. If he fires six bolts, each deals 5d6 points of damage on a hit. Half of the damage caused by any one firebolt is fire damage, the other half is force damage. Firebolts deal full damage against objects, and ignore the first 10 points of hardness possessed by an object.  

Reflexive Breath (Ex) The first time in any round that Mogaru can make an attack of opportunity, he can choose to use a diminished version of his breath weapon instead of making a physical attack. This reflexive breath weapon attack only targets the creature that provoked the attack of opportunity, but otherwise causes the same damage and effects his breath weapon normally inflicts (Reflex DC 32 halves the damage and negates the staggered effect).

Use of his breath weapon in this way does not affect the recharge rate of the regular breath weapon. The save DC is Constitution-based, and includes a -10 penalty to reflect the fact that the reflexive breath is a shorter (but no less intense) blast of energy than the kaiju’s typical breath weapon attack.  

Sense Kaiju (Su) Mogaru can sense the location of the nearest active kaiju, as if using discern location, at will.  

Susceptible to Song (Ex) Mogaru’s actions can be influenced by song, provided the kaiju notices the singing. If the kaiju is not currently engaged in battle, he automatically hears any song within 100 feet that is directed at him in an attempt to influence him, but when he is in combat, there’s only a cumulative 20% chance per round of sustained singing that he notices the song. In order to influence Mogaru, the singer must make a DC 35 Perform (sing) check (this check cannot be bolstered by the aid another action, and the singer cannot take 10 or 20 on the check). The result of this check sets the DC of the Will save Mogaru must make in order to not be influenced by the song.

The singer can choose to influence Mogaru as if she had successfully cast suggestion on the kaiju (CL = the singer’s ranks in Perform [sing]). If Mogaru succeeds at a Will save (DC = the singer’s ranks in Perform [sing] + the singer’s Charisma modifier), the effects of the influence last for a maximum of 1d4 rounds; otherwise, the effects last as long as a suggestion spell would normally last. Mogaru cannot use his recovery ability to recover from song influence, and a single singer may influence Mogaru only once per day.  

Behaviour

Mogaru is territorial, relentless and capable of remembering locations, enemies and recurring threats. His intelligence resembles that of an unusually cunning animal, but his immense age and supernatural senses allow him to act with purpose that mortals may mistake for strategy or prophecy.

He frequently responds to the awakening of another kaiju. Mogaru does not intervene in every kaiju attack, and scholars cannot reliably predict which rivalries will draw him from his lake. Distance, territorial claims, old injuries and the nature of the disturbance may all influence his decision.

Mogaru does not protect settlements out of compassion. When he attacks a kaiju threatening a city, he focuses on destroying his rival. Walls, ships, temples, armies and homes that obstruct him are crushed or burned without hesitation.

Smaller creatures rarely attract his attention unless they injure him, obstruct his path or produce a song capable of reaching his buried memories.

Origins of the Final King

Several traditions claim that Mogaru was born from the world itself.

One account says that the spirits of countless animals and plants slain through centuries of hunting, burning and conquest gathered beneath the earth until they emerged as a single avenging creature.

Another tradition holds that Mogaru formed from the souls of those killed during an ancient apocalypse or war that destroyed one of the first great empires. Their fear, anger and grief fused beneath the ruins until the Final King rose from the land.

Both traditions describe the same first appearance. Soon after Lord Varklops, the Thrice-Headed Fiend, emerged from an erupting volcano, Mogaru rose to oppose him. Their battle devastated an entire nation and nearly killed Varklops.

Mogaru is rumoured to have defeated at least twelve other kaiju. The dead include Agmazar the Star Titan, whose remains are now believed to wander as the only known undead kaiju.

Whether these accounts preserve literal history or combine several catastrophes into one legend, they establish Mogaru as a hunter of kaiju rather than their political ruler. The title Final King refers to the destruction that follows his arrival, not to any recognised dominion over his kind.

The Song That Reaches Him

Song reaches Mogaru in a way that speech, pain and most forms of magic do not. A sufficiently powerful performance can interrupt a rampage, draw him away from a settlement or awaken him from his lake.

The connection is emotional rather than linguistic. Mogaru does not interpret a song as a diplomatic argument or binding command. The melody appears to awaken a primeval memory, grief or instinct powerful enough to redirect his immediate purpose.

Coastal kingdoms with histories of kaiju attacks treat exceptional singers as more than entertainers. Some courts protect trained song-keepers who memorise ancient melodies and evacuation routes. Others imprison singers and attempt to use them as weapons against rival ports.

Such coercion is dangerous. A divided, frightened or vengeful performance may attract Mogaru without directing him toward the intended target.

Characters associated with the Bard class are natural candidates for this role, but magical training is not essential. A fisher, mourner, priest, prisoner or child with the right voice and connection may succeed where a celebrated court musician fails.

Ecology

Mogaru does not consume food in proportion to his size. He draws sustenance from heat, magical energy, deep geological activity and the living waters surrounding his lair.

When these sources weaken, he does not starve. He enters torpor and may remain dormant until warfare, magic, volcanic disturbance or another kaiju provides enough energy to awaken him.

His presence transforms the jungle lake. Mineral-rich water rises from underground fractures, unusual plants grow along the shore and immense aquatic predators gather in the surrounding wetlands. These creatures do not serve Mogaru, but they benefit from the environment created by his sleeping body.

When Mogaru leaves, the lake level may fall by dozens of feet. Flooded caverns open, poisonous gases escape and ruins swallowed during earlier awakenings rise from the mud.

Signs of Awakening

  • The lake rises or falls despite the absence of rain or drought.
  • Red light moves through the depths like distant lightning.
  • Animals flee the shoreline and refuse to return.
  • Low tremors repeat at regular intervals.
  • Fish wash ashore burned, stunned or partly crystallised.
  • Ancient songs can be heard faintly across the water when no singer is present.
  • Another kaiju begins moving toward or away from the region.

Using Mogaru in Play

Levels 5–10: Survive the Awakening

Characters at these levels cannot meaningfully injure Mogaru. Their objectives should involve evacuating a settlement, rescuing people trapped beneath collapsing structures, recovering an ancient song or preventing a cult from directing Mogaru toward a populated coast.

Levels 11–16: Redirect the Rampage

The party may protect a singer, destroy a magical lure, open a route toward the sea or operate powerful siege engines capable of momentarily changing Mogaru’s course. Mogaru functions as a moving catastrophe rather than a conventional opponent.

Levels 17–20: Endure the Final King

Characters can survive brief direct contact, climb Mogaru, destroy magical devices attached to his body or hold his attention while another objective is completed. Defeating him through damage alone should remain extremely difficult.

Epic Characters: Confront the Kaiju

Epic characters can fight Mogaru directly, survive his breath weapon, exploit the timing of Absorb Energy and force him into Annual Recovery. Victory still requires a battlefield large enough for his movement and a reason he cannot simply retreat into deep water.

Combat Tactics

  • Mogaru begins distant engagements with Red Ruin Breath, targeting fortified positions, large formations and concentrations of powerful magic.
  • During the following turn, he uses Dorsal Firebolts against surviving siege engines, flying opponents and visible spellcasters.
  • His two tails control separate sides of the battlefield and hurl enemies away from his flanks.
  • He bites and swallows the largest enemy that remains dangerous at close range.
  • He tramples through armies and settlements rather than stopping to attack individual soldiers.
  • He uses water to limit pursuit, extinguish ordinary fires and approach fortified ports from below.
  • The first qualifying energy type used against him each round determines which energy heals him. An observant party can strike first with a weak energy attack before committing stronger attacks of another type.
  • If Annual Recovery activates and no one attacks him again, Mogaru retreats directly toward his lake.

Battlefield Scale

A Mogaru encounter should use distances measured in hundreds of feet. A conventional dungeon chamber cannot contain his body, reach or breath weapon.

Useful battlefield elements include:

  • Fortified harbour walls and artillery platforms.
  • Flooded districts and collapsing bridges.
  • Cliffs from which characters can reach Mogaru’s dorsal spines.
  • Ships carrying singers, weapons or evacuated civilians.
  • Ancient ruins exposed by the falling lake.
  • A second kaiju whose movement changes Mogaru’s priorities.
  • Magical lures that must be destroyed while Mogaru approaches.

The battle should include objectives beyond reducing Mogaru’s Hit Points. Saving a district, protecting a singer, opening a route to the sea or separating two kaiju gives characters meaningful choices while the Final King remains active.

Treasure and Remains

Mogaru carries no conventional treasure. Wealth associated with him lies in the landscapes and ruins altered by his passage.

  • Shed Dorsal Fragments: Rare fragments retain traces of red fire-and-force energy and can serve as the core of epic siege weapons or protective wards.
  • Kaiju Scales: A naturally shed scale can reinforce a fortress gate, armoured ship or legendary shield.
  • Battlefield Glass: Sand and masonry fused by Mogaru’s breath form red-black glass sought by artificers and diviners.
  • Broken Teeth: Teeth lost during battles with other kaiju may remain buried beneath mountains, cities or seabeds.
  • Submerged Ruins: Changes in the lake level can reveal temples, palaces and settlements destroyed during previous awakenings.

Material cut from Mogaru’s living body may retain absorbed energy or begin regenerating. Transporting such remains risks magical explosions, mutation or another awakening.

Ending a Rampage

Killing Mogaru is rarely the safest solution. Annual Recovery can transform an apparent killing blow into renewed strength, while his permanent death would remove one of the few known creatures capable of opposing more dangerous kaiju.

A successful response normally combines several measures:

  • Identify what awakened or attracted him.
  • Destroy or remove the source of the disturbance.
  • Use song to redirect his immediate purpose.
  • Clear a route toward deep water or his jungle lake.
  • Cease attacking if Annual Recovery forces him to retreat.
  • Prevent rival kingdoms from redirecting him toward another settlement.

Rumours

  • “Mogaru protects every city attacked by another kaiju.” He attacks selected rivals and may ignore other assaults completely.
  • “The oldest song grants complete control over him.” Song can influence Mogaru’s immediate purpose but cannot make him an obedient servant.
  • “Every awakening means another kaiju is approaching.” Other kaiju are common triggers, but war, magic, volcanic activity and deliberate rituals can also wake him.
  • “Weapons forged from his spines cannot harm him.” Mogaru cannot absorb energy generated by himself, but a weapon made from shed material does not necessarily count as part of him.
  • “The two tails contain separate minds.” The tails can attack independently, but there is no evidence that either possesses a separate consciousness.

Adventure Hooks

The Last Song of the Drowned Court

A hostile fleet approaches a coastal capital while Mogaru begins to wake beneath his jungle lake. The only complete version of the song believed to turn him away survives inside a palace now submerged beneath the lake. The characters must recover the melody without hastening the awakening they hope to prevent.

The King’s Red Road

Mogaru marches inland while ignoring easier coastal routes. Kaiju scholars believe he is pursuing something buried beneath a royal citadel. The rulers refuse to evacuate because revealing the object would expose their dynasty’s involvement in an ancient catastrophe.

The Dead Star Answers

Agmazar the Star Titan rises from a forgotten battlefield and begins moving toward Mogaru’s lake. Several kingdoms want Mogaru awakened to destroy the undead kaiju, but every possible battlefield lies near inhabited river valleys. The characters must choose where the monsters meet, evacuate the region and prevent either creature from reaching the sea.

Historical and Mythic Context

Mogaru belongs to the modern Japanese kaiju tradition, in which giant monsters function simultaneously as living creatures, natural disasters and symbols of forces beyond ordinary political or military control.

Within SpiralWorlds, kaiju are real ancient creatures rather than fictional characters or automatic deities. Communities may worship, appease or invoke Mogaru, but reverence alone does not make him a god.

His response to music also echoes older traditions in which song reaches beings that cannot be persuaded through ordinary speech. Stories of Orpheus, enchanted animals, moving stones and supernatural sleepers all express the belief that music can cross boundaries closed to force or reason.

Mogaru’s version remains dangerous. The singer does not tame the Final King. The performance briefly touches a memory older than any surviving kingdom and hopes that the awakened emotion points him away from destruction.

Rules Sources

The Pathfinder statistics and rules elements on this page include Open Game Content from the Pathfinder Roleplaying Game Bestiary 4. The D&D 5E 2024 epic conversion, setting material and encounter guidance are SpiralWorlds adaptations.

Section 15: Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook and Skip Williams.

Pathfinder Roleplaying Game Bestiary 4. Copyright 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.

Scroll to Top