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Throne of Orcus (pt.1)

Known Old Ones


New Special Materials


Various Monsters

Clay Colossus

Revising Epic Feats

Weapons (Final Fantasy)

New Feats (and Spell System)

Crown Naga

Revising Salient Divine Abilities


Epic Tarrasque

King Ghidorah


Conversion Table 2: Divine Rank by HD/Levels

Conversion Table 1: Divine Rank by Comparisons

I have a lot of monsters planned for the website, but I thought who better to start with than the King of Monsters himself: Godzilla. Of course I am referring to the Toho terror rather than the Hollywood abomination, referred to by Godzilla fans as GINO (Godzilla In Name Only). Though its interesting to note that the two incarnations will face off in Godzilla: Final Wars; the last ever (at least for some years) Godzilla movie due at the end of this year. So look out for that.

Those of you not familiar with Godzilla movies, my suggestion would be to start at the 1954 classic Godzilla: King of the Monsters. Then perhaps check out Godzilla vs. King Kong (1962), Ghidorah - the Three Headed Monster (1964), my favourite; Destroy All Monsters (1968) and Terror of MechaGodzilla (1975).

For Kaiju fans the following stats represent the Heisei 2 Godzilla (4th incarnation of Godzilla), which debuted in the movie “Godzilla vs. King Ghidorah” (1991). This version was the largest (100 metres) and probably the most powerful (with both the nuclear pulse attack and a second type of golden atomic breath that was even more powerful).

Use of 'Godzilla' here is not done in the course of trade and is not intended as a challenge to any trademarks.


Macro-Fine Magical Beast
Hit Dice: 160d10+2560+4320 (7760 hp)
Initiative: +4
Speed: 240 ft. (48 squares), swim 240 ft.
Armor Class: 115 (-32 size, +147 natural), touch -22, flat-footed 115
Base Attack/Grapple: +160/+218
Attack: Stomp +160 melee (15d10+51) or claw +154 melee (8d8+34)
Full Attack: Bite +160 melee (10d10+17), 2 claws +160 melee (8d8+34), stomp +160 melee (15d10+51) and tail sweep +160 melee (8d6+51)
Space/Reach: 240 ft./320 ft.
Special Attacks: Atomic breaths, energy pulse, frightful presence, improved grab, rend, stomp, swallow whole, tail sweep.
Special Qualities: Damage reduction 80/-, immunity to poison, disease, energy drain and ability damage, regeneration 160, resistance to acid, cold, fire and electricity 80.
Saves: Fort +102, Ref +82, Will +57
Abilities: Str 79, Dex 11, Con 42, Int 4, Wis 18, Cha 18
Skills: Jump +55, Listen +31, Search +24, Spot +31, Survival +31, Swim +55.
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Clinging Breath, Combat Reflexes, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Multi-attack, Improved Natural Attack (x4: Bite, Claw, Stomp and Tail Sweep), Improved Overrun, Improved Sunder, Improved Toughness (x27), Multi-attack, Power Attack, Recover Breath (x2), Rend (claws), Shockwave, Tail Sweep Knockdown.
Epic Feats: Dire Charge, Epic Fortitude.
Environment: Any
Organization: Solitary
Challenge Rating: 88
Treasure: None
Alignment: Neutral
Advancement: 161-255 HD (Macro-Fine), 256-511 HD (Macro-Diminutive).
Effective Class Level: 160

Standing over 300 ft. tall, this great reptile almost rises into the clouds. Its hide is covered in thick dark green scales, its back ridged with pale bone-like plating tapering down the length of its tail. With menacing glare and mighty roar it issues its challenge of supremacy.

Details of Godzillas history can be found at the fantastic Rodans Roost website here.


Godzilla attacks. You run or die.

Atomic Breath (Su): 1920-ft. line of atomic energy, dealing:

  • Disintigration: 320d6 damage (avg. 1120), or 40d6 (avg. 140) on a successful Fortitude save (DC 106)
  • Force damage: 160d4 force damage (avg. 400); Fortitude save for half damage (DC 106)
  • Heat damage: 160d6 fire damage (avg. 560); Fortitude save for half damage (DC 106)
  • Radiation: 2d12 (avg. 13) points of ability damage to strength, dexterity and constitution.

There is a 1d4-2 round delay between each use of this breath weapon. The save DCs are Constitution based.

Energy Pulse (Su): 480-ft. radius wave of atomic energy, dealing 40d20 force damage (Average 420). Fortitude save for half damage: DC 106.

Frightful Presence (Su): Godzilla can inspire terror by charging or attacking. Affected creatures must succeed on a DC 94 Will save or become shaken, remaining in that condition as long as they remain within sight of Godzilla. The save DC is Charisma-based.

Rend (Ex): Should Godzilla hit the same target with both claw attacks the target suffers a further 16d8+42 damage.

Stomp (Ex): Targets two size categories (or more) smaller than the Godzilla can be stomped into the ground for 16d8+42 damage.

Swallow Whole (Ex): Godzilla can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+17 points of crushing damage plus 4d8+7 points of acid damage per round from Godzilla's digestive juices. A swallowed creature can cut its way out by dealing 100 points of damage to the Godzilla's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Godzilla's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Tail Sweep (Ex): Godzilla’s tail sweep affects all targets within a semi-circular area.

...after absorbing the energy from Fire Rodan

Augmented Breath Weapon (Su): 1920-ft. line of atomic energy, dealing:

  • Disintigration: 640d6 damage (avg. 2240), or 80d6 (avg. 280) on a successful Fortitude save (DC 106)
  • Force damage: 320d4 force damage (avg. 800); Fortitude save for half damage (DC 106)
  • Heat damage: 320d6 fire damage (avg. 1020); Fortitude save for half damage (DC 106)
  • Radiation: 4d12 (avg. 26) points of ability damage to strength, dexterity and constitution.

There is a 1d4-2 round delay between each use of this breath weapon. The save DCs are Constitution based.

Tactics Round by Round (useful for Megasaurs in general)

Godzilla ignores any opposition until first attacked (unless there is a history of enmity whereupon he issues the challenge by roaring and charges into battle).

Round 1: Full attack against targets within reach, if no targets are within reach then Godzilla charges into battle and then employs a full attack (Dire Charge). If no targets are within melee range (flying for instance), then Godzilla attacks with his ranged weaponry (see Round 2).

Round 2: Use breath weapon on single opponent, or use the energy pulse if facing multiple opponents.

Rounds 3 and 4: Repeat rounds 1 and 2 where appropriate.

Round 5: Should opposition still exist by this stage Godzilla employs his augmented breath weapon.

Godzilla can be diverted from his current path, unless facing a serious threat (one of his peers: another megasaur or perhaps a deity), and wanders off (in the direction of the nearest body of water) after being reduced to less than half hit points (3880 hp).


The term Megasaurs can be taken as refering to any creature larger than Titanic size (also known as Colossal+).

Megasaurs vs. D20 Modern (Low Physical Factor World)

In d20 Modern terms even main battle tanks (100mm cannon: 8d10 kinetic + 4d6 explosive) will likely prove totally ineffective against megasaurs and be ignored. Battleship guns (400mm cannon: 16d10 kinetic + 8d6 explosive) may just irk the great monsters enough to warrant their attention. Basically you need nuclear munitions to seriously stop megasaurs, of course then you have to contend with the collateral damage and radiation likely just as bad, perhaps worse than the damage the great beasts would have inflicted anyway. Also the fact that Megasaurs are often mutated from nuclear radiation means that atomic weaponry doesn't always have the desired effect on them. Hence the reason state of the art conventional weaponry is the preferred method of anti-megasaur equipment.

Japans Self-Defense Agency (JSDA) employ Super-X Main Sky Battle Tanks, whereas the United Nations Godzilla Countermeasures Centre (UNGCC) G-Force have Electron Cannons, Maser Tanks and two mechas: MechaGodzilla and MOGERA. Consider Earth to be at Progress Level 6 for the purposes of representing the Toho movies using d20 Future.

It should be noted that the Toho Godzilla seems to exist in a low physical factor world since it just laughs off conventional weapon attacks.

Megasaurs vs. Modern Weaponry (High Physical Factor World)

Main battle tank 100mm cannon will deal 32d10 + 16d6 explosive and battleship 400mm guns will instead deal 128d10 + 64d6 explosive. Again the tanks will generally prove just about capable of injuring the monster with anything larger doing potentially significant damage.

It should be noted that the Hollywood Godzilla seems to exist in a high physical factor world, since it was taken down fairly easily by a couple of jet fighters.

Megasaurs vs. Epic/Immortal Campaigns

Introducing megasaurs into fantasy settings may be an interesting way of reshaping the geography. Only epic level characters, monsters or deities can stand against them. Perhaps special Councils have been set up to deal with the menace of megasaurs, employing epic level agents formed into assault teams, charged with the subdual of the great beasts.

Unless stated otherwise, all content © 2001-2005 Craig Cochrane. All rights reserved.