Kapikan, The Devourer

In ancient times, before humans had learned significant arcane magic, before they knew how to build great cities and weapons of war, a great change in the balance of the world occurred. From the furthest reaches of the universe, driven by some unknown force, Kapikan arrived in this plane. Far past the deepest parts of the abyss, past the realms of the gods, past what even today has been explored, this is what Kapikan called home. It arrived, a creature of chaos and primal desires, and began to gobble up primitive tribes of humans, one by one. The most powerful shamans at the time cowered in fear before Kapikan, completely unable to defend themselves against it. They turned to their gods, but even those great creatures were either unwilling or unable to destroy the great beast themselves. Instead, they gave the shamans insight into the workings of Kapikan. When it slept, Kapikan spun a cocoon around itself, a natural defense against other predators. A secret ritual, done correctly, would allow them to keep Kapikan in suspended animation indefinitely; assuming the cocoon was never pierced. To insure that this never happened, the shamans hid Kapikan away, though no one fully knows where. Some say they pushed it into the ocean, others say they buried it. A few say the gods wove a pocket dimension around the fowl creature, to keep it completely out of human hands. But it is somewhere in the cosmos, very much alive. And when it awakens it will be hungry.

Kapikan is a monstrous sight to behold, taller than any building and over a city block wide. It moves on six, jointed legs that are covered in greenish grey skin. Its face consists simply of two completely blue eyes and ten tentacles. Despite its enormous stature, Kapikan is still thin, so much so that its spine is visible beneath the skin if viewed from above. Its entire back it covered with eyes, allowing it to cover its blind spots. These eyes are no more vulnerable of harmful to Kapikan if damaged than any other part of its body, though successfully stabbing one does blind that eye until Kapikan can feed again. However, the sheer number of eyes on Kapikan’s back makes it practically impossible to fully blind.

Kapikan has gained a following, a group of oracles and shamans who wish to bring in the end of days. What they do not entirely understand is that Kapikan is not a bringer of the apocalypse; at least it was not designed that way. Kapikan is a natural phenomenon, a creature that is simply hungry and sees itself surrounded by food. It does not know why it is here more than anyone else, though it is not complaining. While it was not created as a bringer of the apocalypse, it can certainly get the job done, and many have hypothesized that whatever force sent it here in the first place intended to use it to that end. Many members of the cult that follows Kapikan do not truly believe in the agenda of apocalypse, but simply wish to control one of the greatest forces this world has ever seen. Little do they suspect that controlling a creature of this power is beyond them, and they will likely die just as everyone else if it is ever released.

As a DM, you should work Kapikan up to your players before actually introducing it. They might uncover cave drawings of the creature, or find the cult attempting to find and release it. Knowledge of the carnage that Kapikan caused the first time it was here can build it up to be a truly deadly threat, and cause fear to any experienced player. We also suggest not allowing players access to the ritual that sealed Kapikan away the first time, doing so might reduce the perceived threat the creature poses to the players. It could be explained that the spell would only work once, and this time Kapikan must be truly defeated if the world is to be saved.

Colossal Aberration
Hit Dice: 84d8+336 (552)
Initiative: +14
Speed: 70 ft
Armor Class: 57 (-8 size, +10 dex, +45 natural)
Base Attack/Grapple: +63/+99
Attack: Bite+84, Slam +84
Damage: Bite (4d8+22) or Slam (3d8+22)
Space/Reach: 100 ft/100ft
Special Attacks: Frightful Presence, Improved Grab, Swallow Whole
Special Qualities: Damage Reduction 20/-, Immunity to Sonic, Acid, Poison, Death Effects, Disease, Energy Drain and Ability Damage, Cold Resistance 20, Fire Resistance 10, Electricity Vulnerability, Darkvision 60 feet, Divine Immunity, Mind Affecting Spell Immunity, Spell Resistance 57, Feeding Regeneration, Disease, Second Form, Third Form, Cocoon Form
Saves: Fort +76, Ref+60, Will +88
Abilities: Str 50, Dex 51, Con 18, Int 3, Wis 14, Cha 17
Skills: Survival +89, Swim +104
Feats: Weapon Focus (Bite,) Weapon Focus (Slam), Weapon Specialization (Bite,) Weapon Specialization (Slam), Power Attack, Expertise, Cleave, Great Cleave, Improved Initiative, Iron Will, Track, Dodge
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: None
Level Adjustment: -

Frightful Presence: All creatures within 200 feet of Kapikan must make a will save (DC 55) or become shaken and remain that way as long as they can see Kapikan. The save DC is charisma based.

Improved Grab: To use this ability, Kapikan must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole : Kapikan can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 10d8+8 points of crushing damage plus 10d8+6 points of acid damage per round from Kapikan’s digestive juices. A swallowed creature can cut its way out by dealing 100 points of damage to Kapikan’s digestive tract (AC 35). Kapikan’s gullet can hold 4 Huge, 16 Large, 64 Medium, 256 Small, or 1024 Tiny or smaller creatures.

Electricity Vulnerability: Kapikan is especially vulnerable to electricity, and any attacks that deal electric damage deal twice as much damage as indicated.

Divine Immunity: Kapikan takes no damage, and takes no effects just as though they had failed to overcome its spell resistance, from any divine spells. Divine abilities similarly do not affect it and never do any damage.

Mind Affecting Spell Immunity: Kapikan cannot be controlled, and is immune to all mind affecting spells and abilities, along with any race or class ability, or magic item, that would influence its behavior.

Feeding Regeneration: When Kapikan eats and kills a living creature (or eats a creature that died in the previous round) it heals 12 damage per a hit die of the eaten creature.

Disease: Any creature bitten by Kapikan is infected by a unique disease. The disease has an incubation period of eight hours and deals 2d6 to all physical stats every hour (Fortitude Save DC 47 upon being bitten to negate.) This bypasses a paladin’s immunity to disease, and instead gives members of that class (along with anyone who has a similar ability) a +4 to resist.

Second Form: Once per a day, Kapikan may shed its skin and take on its second form, growing two giant, moth-like wings in the process. Kapikan gains a fly speed of 30 with poor maneuverability and a +10 to strength. Kapikan is completely healed upon shedding its skin, so it usually waits until later in a battle to use this ability. Though it has no in-game affect, this transformation takes up a lot of Kapikan’s energy, making it very hungry.

Third Form: Once per a day, if Kapikan is already in its second form, it may shed its skin again. It’s usual greenish grey skin is gone, revealing its muscle and, in places, bone. Kapikan gains a breath weapon, a cone of fire originating from its mouth that deals 35d6 damage (reflex save DC 56 for half.) All creatures hit by the fire are affected by Kapikan’s “Disease” ability, just as though they were bitten. Kapikan also gains a +5 to dexterity and +5 to constitution. Kapikan is completely healed upon shedding its skin.

Cocoon Form: When Kapikan rests it creates a cocoon from its own spit and bodily fluid. The cocoon takes ten minutes to build and completely covers Kapikan. Kapikan cannot act while in the cocoon and it gains Damage Reduction 50/- (this overlaps with its current damage reduction.) If the cocoon is damaged, Kapikan immediately awakens and shatters it, ready to fight. Kapikan must rest every twelve hours, and must rest for a total of at least eighteen hours. It may delay slightly to defend itself, and may be awakened briefly by an attack, but beyond that it strictly sticks to its sleep schedule. Over the course of nine hours, Kapikan returns to its normal form, re-growing the layers of skin it shed. Kapikan recovers 50 hit points per an hour spent in the cocoon.

Bash: If Kapikan attacks an object with its slam attack its hardness is not applied.

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