Glad to see you liked it. The idea that spawned it is that by the time a Kaijin reaches 20th level, not only should he far beyond the point of no return, he should become the curse itself. At the same time, such a major shift should come with a double-edge. That's why for all of the bonuses it gives, it also makes avoiding death more important as the normal rules of resurrection get chucked out the window.

As for the ranged attacks, rather than say specifically that the ability is a blast of spines or a ball of elemental phlegm, give the mechanics of the attack (range, damage, shape) and let the player choose the fluff for RP. The thing about this class is that it's each Kaijin is as unique and varied as the monsters from the shows that inspired it. Otherwise, you could end up with a very bloated list of Kaijin abilities trying to cater to as many breeds of Kaijin you can think of. That's also part of the reason that the capstone I wrote was worded the way it was. Each Kaijin has a unique reason or method that it came into existence. Cut past the fluff and worry about the bag of bones underneath it. The fluff can always be glued back on later.