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Kaiju Konversion 11: Spacegodzilla
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<blockquote data-quote="demiurge1138" data-source="post: 1026423" data-attributes="member: 7451"><p>It's been a while since I've done one of these, so I decided; why not? Besides, all I really had to do was change special abilities and apply a template (the Stellar template, by Kitsunekaboom) in order to make it.</p><p></p><p>All comments, critisicms, suggestions, death threats and offers of cash are appreciated.</p><p></p><p>Spacegodzilla</p><p>Colossal Magical Beast (Kaiju)</p><p>Hit Dice: 81d10+932 (1458 hp)</p><p>Initiative: +5 </p><p>Speed: 40ft, fly 120ft (good)</p><p>AC: 40 (-8 size, +2 Dex, +37 natural) </p><p>Base Attack/Grapple: +81/+122</p><p>Attacks: 2 claws +96 melee, bite +96 melee, tail slam +96 melee</p><p>Damage: Claw 4d8+21 (15-20 +1d6, x3), bite 10d8+10 (15-20, x3), tail slam 6d6+10 (15-20, x3)</p><p>Face/Reach: 80ft /25ft</p><p>Special Attacks: Augmented criticals, battle frenzy, corona beam, gravity tornado, haste, improved grab, trample</p><p>Special Qualities: Cold immunity, crystalline healing, darkvision 120ft, DR 20/epic, fire resistance 50, immune to mind-influencing effects, metabolic control, sonic resistance 50, SR 41</p><p>Saves: Fort +55, Ref +42, Will +30</p><p>Abilities: Str 52, Dex 15, Con 37, Int 4, Wis 17, Cha 30</p><p>Skills: Listen +30, Spot +31, Swim +47</p><p>Feats: Ability Focus (corona beam, gravity tornado), Alertness, Battle Roar, Blind-fight, Cleave, Dodge, Endurance(B), Great Cleave, Great Fortitude (B), Improved Critical (claw, bite, tail slam), Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Attack (tail slam), Improved Trample, Iron Will, Multiattack, Penetrate Hardness, Power Attack, Stamp, Weapon Focus (bite, claw, tail slam)</p><p>Epic Feats: Epic Prowess, Epic Toughness, Overwhelming Critical</p><p>Climate/Terrain: Any (outer space)</p><p>Organization: Unique</p><p>CR: 32</p><p>Treasure: None</p><p>Alignment: Chaotic evil</p><p></p><p>Spacegodzilla is a bizarre fusion of a “normal” Godzilla-like entity and a crystalline lifeform. </p><p></p><p>Spacegodzilla resembles Godzilla in many ways. It is a 250-foot tall reptilian biped with muscular arms, plate running down the back and a long tail. There, however, the resemblance ends. Spacegodzilla’s skin is a bright blue, with a purplish underbelly. Spacegodzilla’s ribcage is visible through its skin, and its viscera are exposed. Spacegodzilla’s plates are formed of sharp crystals, and a massive crystal caps each shoulder. Similar crystals form a spiny mace-head at the end of its tail An orange crest tops Spacegodzilla’s head.</p><p></p><p>Spacegodzilla’s origin is something of a mystery. Some sages have hypothesized that somehow Godzilla’s essence somehow was sent into either deep space or into a portal, and came back mutated by the creatures who live where no man has gone. Whatever its origins, Spacegodzilla combines Godzilla’s destructive energies with a dim hatred of all life. It terrorizes cities for sheer amusement, spreading chaos as it goes. It particularly hates Godzilla, and seeks to destroy him.</p><p></p><p>Combat</p><p>Spacegodzilla always initiates combat by seeding crystals, as to heal itself in combat. It fights ferociously against other kaiju, using its corona beam and natural attacks to destroy foes. It only uses the gravity tornado if sorely pressed. </p><p></p><p>Battle Frenzy (Ex): When Spacegodzilla is reduced to 25% of its total hit points, it gains a +4 inherent bonus to Strength and can make an additional melee attack with its claws each round at a –5 penalty. These benefits cease when Spacegodzilla is healed above 25% of it hit points or reaches zero hit points.</p><p></p><p>Corona Beam (Su): Once every 1d4+1 rounds, Spacegodzilla may fire a swirling beam of destructive orange energy. This breath weapon is 10 feet high, 10 feet wide and 500 feet long. Everything in the area takes 15d6 points of fire damage and 15d6 of unholy damage (Reflex DC 65 for half).</p><p></p><p>Crystalline Healing (Su): Every 1d4+1 rounds, Spacegodzilla can eject a crystal from its body 1d10x20 feet as a standard action. This crystal grows into a massive pillar within 1 round. Spacegodzilla gains fast healing 5 for each crystal within 500 feet of it. These crystals can be attacked. They are Gargantuan objects with AC 6, hardness 3, and 50 hit points.</p><p></p><p>Gravity Tornado (Su): Once per day, Spacegodzilla may target one foe with the gravity tornado. This tornado is 300 feet tall, 5 feet wide at the base and up to 150 feet wide at the top. Any creatures within the tornado’s area must make Reflex saves (DC 73) or be bodily lifted off of the ground. Whether the creatures succeed this save, they take 3d8 points of damage every round they are within the tornado’s area. Creatures that have a fly speed can make Reflex saves every round to escape the tornado. The tornado can be moved by Spacegodzilla up to 120 feet as a move-equivalent action. </p><p></p><p>Creatures trapped inside the whirlwind cannot move, except as the tornado moves them. They must succeed at Concentration checks (DC 15+spell level) to cast spells. Creatures in the whirlwind take a –4 penalty to Dexterity and a –2 to all attack rolls. Spacegodzilla can eject creatures from the tornado as it desires, and often uses it to carry creatures high into the air before dropping them. </p><p></p><p>If the tornado’s base touches ground, it creates a swirling cloud of dust and debris 150 feet in diameter centered on the tornado. The cloud obscures all vision beyond 5 feet. Creatures 5 feet away have concealment, and those farther away have total concealment. </p><p></p><p>Spacegodzilla can maintain the tornado for up to 20 rounds. </p><p></p><p>Haste (Sp): Spacegodzilla can haste itself three times per day. This acts as the spell, as cast by a 20th level sorcerer.</p><p></p><p>Improved Grab (Ex): Whenever Spacegodzilla hits an opponent with both claws, it can make a grapple check without receiving an attack of opportunity (grapple bonus +122). It can choose to conduct the grapple normally, or to only hold its opponent in its claws (-20 penalty to grapple checks, but Spacegodzilla is not considered grappled). A grappled creature takes claw damage every round. </p><p></p><p>Metabolic Control (Ex): Spacegodzilla does not need to eat or breathe. This effectively renders it immune to gas attacks that require inhalation, and allow it to live in airless environments. It can move at its fly speed through space</p><p></p><p>Trample (Ex): Spacegodzilla can simply run over any creature of Gargantuan or smaller size. Merely by moving over the opponent(s), Spacegodzilla deals to them 4d12+21damage. Trampled opponents can make Reflex saves for half damage (DC 71). </p><p></p><p>Feats: The Battle Roar feat allows Spacegodzilla to make a terrifying roar as a standard action. All creatures within 1,200 feet of Spacegodzilla with 6 or less Hit Dice are instantly shaken for 3d6 rounds. Creatures with 7 or more Hit Dice may make Will saves (DC 60) to avoid the same effects.</p><p></p><p>The Stamp feat allows Spacegodzilla to, as a full-round action, to strike a solid surface with his feet and tail to create a shock wave that radiates from it for 380 feet. All creatures in the area must make Balance checks (DC equal to 1d20+89) or fall prone. All structures in the area take 1d6+21 points of damage that ignore 5 points of hardness.</p><p></p><p>The Penetrate Hardness feat allows Spacegodzilla to ignore one half the hardness of any object it attacks.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1026423, member: 7451"] It's been a while since I've done one of these, so I decided; why not? Besides, all I really had to do was change special abilities and apply a template (the Stellar template, by Kitsunekaboom) in order to make it. All comments, critisicms, suggestions, death threats and offers of cash are appreciated. Spacegodzilla Colossal Magical Beast (Kaiju) Hit Dice: 81d10+932 (1458 hp) Initiative: +5 Speed: 40ft, fly 120ft (good) AC: 40 (-8 size, +2 Dex, +37 natural) Base Attack/Grapple: +81/+122 Attacks: 2 claws +96 melee, bite +96 melee, tail slam +96 melee Damage: Claw 4d8+21 (15-20 +1d6, x3), bite 10d8+10 (15-20, x3), tail slam 6d6+10 (15-20, x3) Face/Reach: 80ft /25ft Special Attacks: Augmented criticals, battle frenzy, corona beam, gravity tornado, haste, improved grab, trample Special Qualities: Cold immunity, crystalline healing, darkvision 120ft, DR 20/epic, fire resistance 50, immune to mind-influencing effects, metabolic control, sonic resistance 50, SR 41 Saves: Fort +55, Ref +42, Will +30 Abilities: Str 52, Dex 15, Con 37, Int 4, Wis 17, Cha 30 Skills: Listen +30, Spot +31, Swim +47 Feats: Ability Focus (corona beam, gravity tornado), Alertness, Battle Roar, Blind-fight, Cleave, Dodge, Endurance(B), Great Cleave, Great Fortitude (B), Improved Critical (claw, bite, tail slam), Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Attack (tail slam), Improved Trample, Iron Will, Multiattack, Penetrate Hardness, Power Attack, Stamp, Weapon Focus (bite, claw, tail slam) Epic Feats: Epic Prowess, Epic Toughness, Overwhelming Critical Climate/Terrain: Any (outer space) Organization: Unique CR: 32 Treasure: None Alignment: Chaotic evil Spacegodzilla is a bizarre fusion of a “normal” Godzilla-like entity and a crystalline lifeform. Spacegodzilla resembles Godzilla in many ways. It is a 250-foot tall reptilian biped with muscular arms, plate running down the back and a long tail. There, however, the resemblance ends. Spacegodzilla’s skin is a bright blue, with a purplish underbelly. Spacegodzilla’s ribcage is visible through its skin, and its viscera are exposed. Spacegodzilla’s plates are formed of sharp crystals, and a massive crystal caps each shoulder. Similar crystals form a spiny mace-head at the end of its tail An orange crest tops Spacegodzilla’s head. Spacegodzilla’s origin is something of a mystery. Some sages have hypothesized that somehow Godzilla’s essence somehow was sent into either deep space or into a portal, and came back mutated by the creatures who live where no man has gone. Whatever its origins, Spacegodzilla combines Godzilla’s destructive energies with a dim hatred of all life. It terrorizes cities for sheer amusement, spreading chaos as it goes. It particularly hates Godzilla, and seeks to destroy him. Combat Spacegodzilla always initiates combat by seeding crystals, as to heal itself in combat. It fights ferociously against other kaiju, using its corona beam and natural attacks to destroy foes. It only uses the gravity tornado if sorely pressed. Battle Frenzy (Ex): When Spacegodzilla is reduced to 25% of its total hit points, it gains a +4 inherent bonus to Strength and can make an additional melee attack with its claws each round at a –5 penalty. These benefits cease when Spacegodzilla is healed above 25% of it hit points or reaches zero hit points. Corona Beam (Su): Once every 1d4+1 rounds, Spacegodzilla may fire a swirling beam of destructive orange energy. This breath weapon is 10 feet high, 10 feet wide and 500 feet long. Everything in the area takes 15d6 points of fire damage and 15d6 of unholy damage (Reflex DC 65 for half). Crystalline Healing (Su): Every 1d4+1 rounds, Spacegodzilla can eject a crystal from its body 1d10x20 feet as a standard action. This crystal grows into a massive pillar within 1 round. Spacegodzilla gains fast healing 5 for each crystal within 500 feet of it. These crystals can be attacked. They are Gargantuan objects with AC 6, hardness 3, and 50 hit points. Gravity Tornado (Su): Once per day, Spacegodzilla may target one foe with the gravity tornado. This tornado is 300 feet tall, 5 feet wide at the base and up to 150 feet wide at the top. Any creatures within the tornado’s area must make Reflex saves (DC 73) or be bodily lifted off of the ground. Whether the creatures succeed this save, they take 3d8 points of damage every round they are within the tornado’s area. Creatures that have a fly speed can make Reflex saves every round to escape the tornado. The tornado can be moved by Spacegodzilla up to 120 feet as a move-equivalent action. Creatures trapped inside the whirlwind cannot move, except as the tornado moves them. They must succeed at Concentration checks (DC 15+spell level) to cast spells. Creatures in the whirlwind take a –4 penalty to Dexterity and a –2 to all attack rolls. Spacegodzilla can eject creatures from the tornado as it desires, and often uses it to carry creatures high into the air before dropping them. If the tornado’s base touches ground, it creates a swirling cloud of dust and debris 150 feet in diameter centered on the tornado. The cloud obscures all vision beyond 5 feet. Creatures 5 feet away have concealment, and those farther away have total concealment. Spacegodzilla can maintain the tornado for up to 20 rounds. Haste (Sp): Spacegodzilla can haste itself three times per day. This acts as the spell, as cast by a 20th level sorcerer. Improved Grab (Ex): Whenever Spacegodzilla hits an opponent with both claws, it can make a grapple check without receiving an attack of opportunity (grapple bonus +122). It can choose to conduct the grapple normally, or to only hold its opponent in its claws (-20 penalty to grapple checks, but Spacegodzilla is not considered grappled). A grappled creature takes claw damage every round. Metabolic Control (Ex): Spacegodzilla does not need to eat or breathe. This effectively renders it immune to gas attacks that require inhalation, and allow it to live in airless environments. It can move at its fly speed through space Trample (Ex): Spacegodzilla can simply run over any creature of Gargantuan or smaller size. Merely by moving over the opponent(s), Spacegodzilla deals to them 4d12+21damage. Trampled opponents can make Reflex saves for half damage (DC 71). Feats: The Battle Roar feat allows Spacegodzilla to make a terrifying roar as a standard action. All creatures within 1,200 feet of Spacegodzilla with 6 or less Hit Dice are instantly shaken for 3d6 rounds. Creatures with 7 or more Hit Dice may make Will saves (DC 60) to avoid the same effects. The Stamp feat allows Spacegodzilla to, as a full-round action, to strike a solid surface with his feet and tail to create a shock wave that radiates from it for 380 feet. All creatures in the area must make Balance checks (DC equal to 1d20+89) or fall prone. All structures in the area take 1d6+21 points of damage that ignore 5 points of hardness. The Penetrate Hardness feat allows Spacegodzilla to ignore one half the hardness of any object it attacks. Demiurge out. [/QUOTE]
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