b'Worldshaker \n'b'  Gargantuan   elemental ,  neutral  \n'b'  Armor Class  25 (natural armor) \n'b' Hit Points  740 (40d20 + 320) \n'b' Speed  80 ft., climb 40 ft.\n'b' STATS STR: 30 (+10) DEX:  12 (+1)  CON:  27 (+8)  INT:  10 (+0)  WIS:  20 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +19,  Con  +17 \n'b' Skills   Acrobatics  +10,  Intimidation  +14,  Perception  +14 \n'b' Damage Resistances  cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from weapons that are not adamantine \n'b' Damage Immunities  acid, lightning \n'b' Condition Immunities   exhaustion ,  frightened ,  paralyzed  \n'b' Senses   darkvision  600 ft., tremorsense 600 ft., passive  Perception  24 \n'b' Languages  Terran (can\xe2\x80\x99t speak) \n'b' Challenge  30 (155,000 XP) \n'b' Special Traits \n'b'\n'b'  Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge  size  or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by  resistance  or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by  resistance  or saving throws. Kaiju deal double damage to objects and structures. They ignore normal  difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b'  Legendary Resistance (3/Day) . If the Worldshaker fails a saving throw, it can choose to succeed instead. \n'b'  Innate Spellcasting . The Worldshaker\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 22). The Worldshaker can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  move earth ,  conjure elemental  (earth elementals only) \n'b'  3/day :  conjure elemental  (earth elementals only, cast with a 9th-level spell slot) Bury. A Huge or smaller creature that fails its saving throw against the Worldshaker\xe2\x80\x99s Earth Toss is  stunned  until the end of its next turn and buried. A buried creature is  blinded ,  restrained , and  prone  until it escapes, and it begins suffocating. To free itself from being buried and to end its suffocation, a creature must be rescued by creatures that are not buried spending their  actions  to make  Strength  ( Athletics ) checks against DC 25. A buried creature can attempt to free itself, spending its action to make  Strength  ( Athletics ) checks against DC 30. Freeing a buried creature requires three successful checks. \n'b'\n'b'  Terrible Rage . As long as the Worldshaker\xe2\x80\x99s current  hit points  are less than half its maximum  hit points , it deals an additional 13 (2d12) bludgeoning damage with its Slam  attack , any creature it hits with a Slam  attack  must succeed on a DC 24  Strength  saving throw or be pushed back 30 feet, and the Worldshaker regains 50  hit points  at the beginning of its turn. \n'b'  Magic Weapons . The Worldshaker\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The Worldshaker can make one Slam  attack  against all enemies in a 10-ft. radius that is within its reach. \n'b'  Slam .  Melee Weapon Attack : +19 to hit, reach 20 ft., one target.  Hit : 49 (6d12 + 10) bludgeoning damage. \n'b'  Earth Toss . The Worldshaker scoops up a large amount of earth and throws it at a point within 400 feet. All creatures within a 40-ft. radius of that point must make a DC 24  Dexterity  saving throw, taking 49 (6d12 + 10) bludgeoning damage and become buried (see above) on a failed save, or half as much damage and isn\xe2\x80\x99t buried on a successful one. \n'b'  Shockwave . The Worldshaker slams the earth or other surface to create a shockwave. All creatures within 120 feet must make a DC 24  Strength  saving throw, falling  prone  on a failure. \n'b'\n'b' Legendary Actions \n'b' The Worldshaker can take 3  legendary actions , choosing from the options below. Only one  legendary action  can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Worldshaker regains spent  legendary actions  at the start of its turn. \n'b'\n'b'  Pummel . The Worldshaker deals 88 (12d12 + 10) bludgeoning damage to a buried creature within its melee reach. The creature must succeed on a DC 24  Constitution  saving throw or be  stunned  until the beginning of its next turn. \n'b'  Slam . The Worldshaker makes a slam attack. \n'b'  Earth Toss (Costs 2 Actions) . The Worldshaker makes an Earth Toss attack. \n'b'\n'b' About \n'b' The Worldshaker is the mightiest of all creatures, the animate form of the world\xe2\x80\x99s core. It is a volcano given life, and nothing can survive its passing. \n'b'  Guardian and Destroyer . The Worldshaker was given life and buried deep during the creation of the world, in case it became necessary to destroy the world. The Worldshaker has no deep understanding of this purpose, only a drive to be free, to destroy. Any breach of its prison might let it free upon the world. \n'b'  Mighty as Mountains  . The Worldshaker\xe2\x80\x99s staggering vastness is so great that the shifting stone of its form opens up caverns large enough for adventurers to enter. The wealth of the deep earth can be found within, without the Worldshaker even noticing \xe2\x80\x93 if you are quick, wary, and lucky. \n'b' Caverns Within the Worldshaker \n'b' The Worldshaker\xe2\x80\x99s form of shifting, grinding stone and lava is large enough to hold cavernous chambers. A cave mouth might open for a minute or an hour, so move quickly if you spot one. Inside, there are gemstones or veins of the rarest ores, brought up from the world\xe2\x80\x99s core; a miner who survived this far could win a fortune, if it could be carted off successfully. Small or Medium creatures might well climb the Worldshaker and enter a cave-mouth unnoticed. \n'b' According to legend \xe2\x80\x93 though no one can say who might have survived to tell such a tale \xe2\x80\x93 one who waits for the cave-mouth to close does not die, but finds that other passages open, leading toward the Worldshaker\xe2\x80\x99s molten heart. Here might a blade, too small to pierce the Worldshaker\xe2\x80\x99s shell, do more damage \xe2\x80\x93 but the heat of that core would surely destroy them, even if they slew the Worldshaker. A cadre of the mightiest elementals, earth and fire alike, guard the Worldshaker\xe2\x80\x99s core.'