The horror that is Reptilicus (1961)!
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The horror that is Reptilicus (1961)!
Reptilicus rampaging through Denmark.
Would like a word:
Reptilicus // Reptilicus (1961)
An odd double Feature
d20 Modern Stats for 1961 monster Reptilicus and the Hybrid Tank from Destroy All Monsters (1968)
Reptilicus
Species Trits
Magical Beast Traits (Ex): Reptilicus has all traits common to magical beasts.
Constrict (Ex): Reptilicus deals 2d6+28 points of bludgeoning damage with a successful grapple check against a target at least one size category smaller than itself.
Amphibious (Ex): Reptilicus can breath air or water with equal ease.
Improved Grab (Ex): To use this ability, Reptilicus must hit an opponent at least one size category smaller than itself with either a bite or a tail slap attack. If it gets a hold, it automatically deals bite or tail slap damage each round that the hold is maintained, and it can constrict in the same round and attempt to swallow in the next round. If Reptilicus wishes, it can continue to attack with its tail or its bite (not both) while it grapples with its body, but it takes a -20 penalty on all grapple checks if it does so.
Scent (Ex): This ability allows Reptilicus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Regeneration 20 (Su): Reptilicus can heal upto 20 points of damage per round and regrow lost limbs over a period of 3d8 minutes, fire and acid damage must be healed naturally and does not regenerate.
Fission based reproduction (Su): Any severed portion of Reptilicus with a mass of at least 10 pounds will grow into a new Reptilicus over the course 3d4 weeks.
Breath Weapon (Su): Once every 1d6+1 rounds, Reptilicus may exhale a 120ft long line of acid, dealing 4d12 points of acid damage to everything it touches (Reflex 20 negates)
Swallow Whole (Ex): If Reptilicus begins its turn with an opponent one or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the giant anaconda, the opponent takes bludgeoning damage equal to Reptilicus tail slap attack plus 1d6 points of acid damage per round from the monster's stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to Reptilicus maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the stomach using claws or a Small or Tiny slashing weapon. Dealing at least 90 points of damage to the stomach (Defense 18) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. Reptilicus stomach can hold 4 Large, 8 Medium-size, 32 Small, 128 Tiny, or 612 Diminutive or smaller opponents.
Skill Bonuses: Reptilicus gains a +8 species bonus on Balance, Climb, and Swim checks and a +4 species bonus on Hide, Listen, and Spot checks.
Typical Reptilicus: CR35, Colossal Magical Beast, HD 35d10+315, hp507, Mas29, Init+1, Spd 20 ft., climb 20 ft., swim 40 ft. fly 30ft. (Clumsy), Defense:19, touch3, flat-footed18 (-8 size, +1 Dex, +16 natural); BAB +35; Grap +70; Atk +46melee (2d6+19, tail slap); Full Atk +46melee (2d6+19, tail slap) and +41melee (3d8+9, bite); FS 30ft.x90ft.; Reach 20ft; SQ: Magical beast traits, Constrict (1d8+28), Amphibious, Improved grab, Low-light vision, Darkvision 60ft, Scent, Regeneration20, Fission based Reproduction, Breath Weapon, Swallow whole; AL none; SV Fort+28, Ref+20, Will+12; AP: N/A; Rep+0; Str 48, Dex 13, Con 29, Int 1, Wis 12, Cha 2.
Skills: Balance +9, Climb +27, Hide +6, Listen +6, Move Silently+3, Spot +6, Swim +27.
Feats: Alertness, Cleave, Fly-by Attack, Frightful Presence, Power Attack, Stealthy, Weapon Focus (Bite, Tail Slap).
Advancement: 36+HD
Hybrid Tank
Crew: 12 Pass: 0 Cargo: 1000lb Init: -4 Maneuver: -4 Top Speed: 120 (12). Defense: 2 Hard: 45 HP: 80 Size: C PDC: 51 Res: (+) Face: 12/6 Armament: 1 turreted 200mm Cannon, 2 turreted 160mm cannons, 1 turreted Surface-to-Air missile launcher. Bonuses: +4 Attack with cannons. Equipment: -200mm Cannon: Damage: Varies Damage Type: Varies. Critical: Varies. Range Increment: Varies. Rate of Fire: Sin. Magazine: 10 (int) (+30 stored in vehicle). Size: Huge. Weight: 3000lb. Purchase DC: 33 Restriction: Mil+3. Special; Includes an Auto-loader can use multiple ammunition types (see below) -160mm Cannon: Damage: Varies Damage Type: Varies. Critical: Varies. Range Increment: Varies. Rate of Fire: Sin. Magazine: 15 (int) (+45 per cannon stored in vehicle). Size: Huge. Weight: 1700lb. Purchase DC: 28 Restriction: Mil+3. Special; Includes an Auto-loader can use multiple ammunition types (see below) -Surface-to-Air missile launchers: Damage: 25d6 Damage Type: Conc. Critical: N/A. Range Increment: 1 mile (Max 5 miles). Rate of Fire: S. Magazine: 2(int). Size: Huge. Weight: 2,500lb. Purchase DC: 35 Restriction: Mil+3. Burst Radius 30ft (Ref 25), +8 Attack bonus with RADAR lock (Move action to acquire)
-Professional Radio:
-Hi-powered RADAR: Range 150miles, +10 equipment bonus to Search and Spot checks, allows missiles to lock onto targets
-NBC Protection: +18 to Fort Saves made to resist Radiation sickness and air-borne contaminates.
200mm Cannon Rounds (PDC 25 per 5 shells)
Round Type Dmg Critical Range Inc Special
HEAT 20d6 20 500ft Burst 15ft (Ref 17) ignores upto 10 points of Hardness
APDS-FS 20d12 19-20 800ft N/A
Air Burst 15d6 N/A 1000ft Burst 30ft (Ref 20)
160mm Cannon Rounds (PDC 23 per 5 shells)
Round Type Dmg Critical Range Inc Special
HEAT 15d6 20 500ft Burst 15ft (Ref 17) ignores upto 10 points of Hardness
APDS-FS 15d12 19-20 800ft N/A
Air Burst 12d6 N/A 1000ft Burst 30ft (Ref 20)