Hit Points: 600
Speed: 60 (12 squares) Feet
AC: 42 = 10 + Natural Armor 35 + DEX 5 – 8 Size Modifier
Flat Footed AC: 37 = 10 + Natural Armor 35 – 8 Size Modifier
Touch AC: 42 = 10 + Natural Armor 35 (Scintillating Scales) + DEX 5 – 8 Size Modifier
Damage Reduction: 15
Spell Resistance: 30
Regeneration: 40 hp per turn
Base Attack Bonus: +30
CMB: 54 CMD: 67
Bite: Attack 1d20 + 38 (+4 more on crits); Damage 4d8 + 16 (+2d6 bleed damage every round after on criticals)
Claws (x2): Attack 1d20 + 38 (+4 more on crits); Damage 1d12 + 16 (+2d6 bleed damage every round after on criticals)
Tail Slap: Attack 1d20 + 33 (+4 more on crits); Damage 3d10 + 8
Breath Weapon: 200 foot cone, DC 32; Damage 20d12 (fire damage)
Crush: Medium creatures or smaller, DC 28; 4d6 + 18
Important Skills: Acrobatics 5 (45 when jumping), Climb 16, Diplomacy 5, Intimidate 21, Perception 43, Sense Motive 5, Survival 5, Swim 26
Darkvision 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.
Carapace: Tyrantis’s scales deflect cones, lines, rays, and magic missile spells, making him immune to such effects. There is a 30% chance the effect is reflected back at full force to the one who created the attack.
Scintillating Scales: Tyrantis’s scales and hide are both physically and magically thick and resilient, and as such even attacks that can normally bypass natural armor must work through them to get to him. His natural armor is thus part of his AC.
Powerful Leaper: Tyrantis uses strength to modify Acrobatics checks for jumping, and gets a +24 racial bonus for these checks.
Regeneration: No form of attack can suppress the creature’s regeneration. It regenerates even if slain by a death effect. If it fails a save against an effect that would kill it instantly, it rises from the grave 3 rounds later with 1 hit point if no further damage is inflicted upon its remains.
Rush: Once per 10 rounds, Tyrantis can move at a speed of 150 feet for one round. This increases the bonus on checks made to jump to + 87.
Amphibious: +10 Racial bonus to swim checks
Intimidating Prowess: Add Strength to Intimidate as well as Charisma
Awesome Blow: When attacking with his tail swipe, Tyrantis can knock an opponent 10 feet away in a straight line. If the opponent hits something before landing, both the opponent and the object take 1d6 damage.
Blindfight: Tyrantis can reroll the miss chance percentile die one time for any foe he missed because they were concealed. Invisible attackers get no advantages to hitting the beast in melee.
Bleeding Critical: Whenever Tyrantis deals a critical with his claws or teeth, his foe takes 2d6 bleeding damage each round on his turn, in addition to the damage dealt by the critical. It can be stopped with a DC 15 heal check or through magic healing. The effects stack.
Power Attack, Cleave & Great Cleave: When Tyrantis successfully hits one foe, he can attack another right after, and so on until he misses.
Combat Reflexes: Can make 5 additional attacks of opportunity (one per point of dex bonus) per round and can even make them while flat footed.
Critical Focus & Staggering Critical Focus: +4 circumstance bonus to any critical hit, opponents become staggered for 1d4 + 1 rounds after any crit.
Great Fortitude: +2 on all fortitude checks
Improved Bull Rush: No attack of opportunity on bull rushes, +2 to bull rush attacks, and +2 to CMD when being bull rushed
Improved Critical (Claws & Teeth): Threat range is doubled
Improved Initiative: +4 to initiative
Iron Will & Improved Iron Will: +2 to will saves and can reroll one will save per session
Lightning Reflexes: +2 to reflex
~ ~ ~
Author’s Notes: This ATOM Bonus Kaiju File is a bit different than the others, as you may have noticed – instead of representing a different kaiju from Tyrantis’s universe, it represents a Tyrantis from a different universe. In this specific case, this Tyrantis hails from the loosely connected shared universe of the various Pathfinder campaigns I’ve run. Originally his stats were for Godzilla, which I made by taking the pre-existing stats for a Tarasque and loading them up with even MORE bullshit powers specifically designed to nerf the abilities of one of my players, who had basically munchkin’ed out his stats and was making it hard for the other players to contribute. Later I repurposed the stats for Tyrantis, and as a result this incarnation of Tyrantis has had quite a few small but important cameo roles in all my subsequent Pathfinder campaigns. In this universe – one which, like all D&D derived campaign settings, is full of magic and gods and stuff – Tyrantis is a type of prehistoric demigod called a kaiju, and like all of his kind he’s charged with keeping life safe from extinction, even if the cause of said extinction is SOME of that very same life. The fact that he’s only BARELY sapient, with the vocabulary and grammar skills of a Hollywood caveman, means he’s not exactly the most precise tool for keeping the ecosystem secure, but he gets his job done. Like all the other alternate Tyrantises, he’s more similar to his ATOM counterpart than different – in this case, he’s just a bit more ostentatious and, well, magical.