RPG 2e Campaign Setting for D&D 2e
Added On: May 14, 2020 2:22 am
Type: Prose
Community Series: MOTU Classic

[Publication Note: Author Nick Alimonos of www.nickalimonos.com gave permission to he-man.org user Grayskull Cartographer to post this work on his behalf on May 11, 2020.]

Advanced Dungeons & Dragons

MASTERS

OF THE UNIVERSE '97

Campaign Setting

by

Nick Alimonos

INTRODUCTION

Ten thousand years ago, an alien race known as the Zodiakians sent acolony to a distant planet known as Eternia. The planet was uninhabitedat the time, lush with plant and animal life. And from this colony a highlyadvanced civilization grew, masters of both magic and technology. The Zodiakiansexplored time and space, making alliances and trading with other worldsthroughout the universe. This civilization flourished for about 8000 yearsand by the end of this epoch, the Zodiakians had become masters of theuniverse.

It was at that time, 2000 years ago, that the phenomenon occurred. Anearby galaxy collided with their own, drastically altering the gravitationalorder of their solar system. Its effect on the planet was to stop its rotation.This, in turn, ended the changing of the seasons. The side of the planetfacing the Eternian sun, known as the Bright Side, became hot. The seasdried up into immense clouds, and the forests became arid plains, dry andbarren of life. Consequently, this immense plain became known as the EndlessPlain. The opposite side of the world, the Dark Side, became a cold, darkplain. And these vast wastelands became known as the Dead Zones.

All the power and wisdom of the Zodiakians was not enough to save theirplanet. So they decided to move to another planet. There were few, however,who wished to remain on Eternia. For the world had not yet completely died.Life still flourished in that small strip of land between light and dark,between the two extremes of hot and cold. And so, as millions left intospace, a handful of Zodiakians left their high-tech cities behind to colonizethis small strip of land where life was possible.

Life had become harsh for the survivors of the cataclysm. After a time,the descendants of the remaining Zodiakians would forget their history,reverting to a state of barbarism, calling themselves Eternians. The greatcivilization of the Zodiakians was no more but myth.

When after 2000 years the population of the Eternians grew to greatabundance, covering all the land between the Dead Zones, the people split.Those on the Bright Side fought against those on the Dark Side for land.Hence forth and for many centuries there was bloodshed. The armies of theBright Side were known as the Eternian Royal Guard, and the armies of theDark were known as the Horde. Many of these armies consisted not only ofEternians, but of bizarre alien races who had come to the planet accidentallyvia the magic portals strewn throughout the Dead Zones left by the ancientZodiakians as a means of travel to other worlds.

It was during this time that the Eternians sought to possess power.For those who believed the myths, it was a race into the Dead Zones. Blacksmithsforged metal weapons from Zodiakian steel. Mages sought Zodiakian texts,and others found and learned to use high-tech weapons and vehicles, though2000 year old working vehicles were rare and fixing them required an intellectlost in that age of barbarism to a select few.

The greatest ruin ever found intact was a Zodiakian fortress consistingof all the power and wisdom of the ancients. The fortress was seized bythe Horde and rebuilt by brick and mortar. It was manned by an elite battalionled by a young mage known as Skeletor. Skeletor named the fortress, CastleGreyskull, reshaping the face of the castle to resemble his own, and remainingtherein to study the ancient texts to become a great and powerful sorcerer.

But the power he conjured was too great for him to control, and as aside effect, the young mage melted his face off. And though he was withouteyes, ears, nose, or mouth, he could still see, hear, smell, and speak.It was only his appearance that had changed. And so, the face of Greyskullwas reshaped again in his new image.

As the Royal Eternian Guard waged war outside the castle, a mage bythe name of Zodak appeared. His power dwarfed that of all others, for hewas the last of the true Zodiakians, and he possessed all the wisdom ofthe ancients. Seeing how Skeletor planned to use his newly found powerfor evil, Zodak aided the Guard into capturing the castle and cast Skeletorand his minions back to the Dark Side.

Skeletor returned to the Dark Side using his newly found powers to overthrowthe Horde ruler. And after having studied in the library at Greyskull,he learned of the magic portals left by the ancients, using this knowledgeto summon the most powerful henchman in the universe, vowing someday toreturn and recapture Greyskull.

Meanwhile, Zodak recognized the family of Randor as the rightful heirto the throne of the planet. Randor established a new capital simply knownas Eternia City, as Zodak helped teach the Guard what he could of the ancientsmagic and technology. He then returned to Greyskull leaving behind a holysword for the King's newborn son who, according to Zodak, would somedaygrow to become a great king and warrior who would destroy the armies ofthe Dark Side and bring peace to the planet and the universe.

Zodak returned when the King's son, Adam, had grown to manhood. Zodakbefriended Adam and taught him the ways of the paladin. Then, at greatold age, the last of the Zodiakians died ascending into the heavens a god,leaving the secrets of the ancients in the hands of Adam . . . a hero nowknown as He-Man.

He-Man fought the armies of darkness on his own planet and abroad. Then,one day, after returning victoriously from war, he found his kingdom inruin. Many challenged his right to the throne, and his arch-enemy, Skeletor,wished to destroy him.

And so, He-Man has many challenges set before him. As a paladin, hemust explore his planet, fight evil wherever he goes, vanquish the armyof Skeletor and establish himself as Master of the Universe. Eternian CharacterClass Rules

General: All classes can go up to 30th level.

Fighter: Fighters are proficient in all weapons and in hand-to-handcombat (see martial arts rules) and in wrestling (see wrestling rules).But because laser weapons are rare, fighters must have special trainingto use them or shoot them at 1st level skill.

All Eternian paladins worship the god, Zodak, and use a red iron crossfor their holy symbol.

Mages/Clerics: Spells work in Masters of the Universe much differentlythan in any other campaign world. First of all, spell users do not needmaterial components to cast their spells. All they need is to be able tospeak the spell incantation. Clerics and paladins, however, DO need theirholy symbols to cast clerical spells. Secondly, spell users can learn anduse any spell from any spell school. Third, spell users need no castingtime to cast their spells. Thus, a magic user can cast any spell on himselfor on his opponent in one round even during combat. Four, high level magicusers can decrease the magic resistance of other opponents by 5% for everylevel past 11th. Thus, a 20th level mage would lower another creature'smagic resistance by 45%, so a monster with a 100% magic resistance wouldthen be treated as having a magic resistance of 55%. And, lastly, a specialrule needed to balance the power on Eternia, magic users are unable toenchant themselves with more than one spell at a time. For example, a magestoneskinned cannot be enlarged, or a mage hasted cannot stoneskin himselfuntil his other enchantment has worn off. All other rules, such as numberof spells able learn and so forth, are as stated in the AD&D Player'sHandbook.

Wands in Masters of the Universe are like artifacts, VERY powerful.They are held by the sacred few who possess great magical power. Such treasuresare rare finds, remnants of the great Zodiakian civilization, ancient asthey are powerful, as once held in the hands of the Zodiakian's highestofficials. The advantage of using a wand is that, for one, it allows formagic users to cast an unlimited number of spells. However, spells castfrom wands can only be those of a projectile nature, such as fireballs,lightning bolts, etc. Other spells cannot be contained in wands. Secondly,wands can increase the power of a spell up to a maximum of 18d6 damage.Thus, an 18th level mage with a wand could cast a fireball inflicting 18d6points of damage instead of the maximum 10d6. If the mage is a god or ifthe spell is listed as a special ability, however, the power of the spellmay be as high as the level of the PC, even up to 30th level. Usually,if a mage is stated as doing 18d6 points of damage, that mage is usinga wand and not a laser gun.

Note, good Eternian clerics worship the god, Zodak. Their holy symbolis either the red iron cross or a white or silver truncated trident head.Evil Eternian clerics worship the god, Skullgrin. Their symbol is a humanskull with ram's horns.

Thieves: Thieves on Eternia operate much like regular thieves exceptthat they are knowledgeable in the ways of high-tech weaponry. All thievesare allowed to use laser weapons with the same skill as daggers, and mayrepair high tech machinery with the same percentage chance as removingtraps.


THE SORCERESS

Strength: 9

Intelligence: 19

Wisdom: 17

Dexterity: 10

Constitution: 10

Charisma: 16

Class: Mage

Race: Eternian

Level: 20

Hit Points: 40

Armor Class: 10

THAC0: 13 (staff)

BLOCK: 10 / 11

Attacks/Round: 1

Damage: 1d6 +1 (staff) or by spell

Alignment: Lawful good

Size: 5'11"

PLANE/WORLD: Eternia

Special: Cannot be harmed by good or neutral creatures of animal intelligence,spells

The Sorceress is a kind, peace loving woman. She loves all things ofnature, plants and animals, and often, can be found living among them asan animal. Of all her spells, none has she mastered more than, polymorphself, which she can perform at will as often as she wishes, turning herselfinto a deer, a fish, and most common, a zoar (a large Eternian eagle witha wing span of 6+ feet).

The Sorceress is said to be very old, one of the first defenders ofEternia and a long time friend of He-Man, though her origins remain a mystery;for she is a very reclusive individual. Yet, it is rumored that her knowledgeof spells comes from the tomes of the Zodiakians themselves. It is evenbelieved that she is not humanoid, but the last of an extinct, mysteriousrace of intelligent zoars wise in the ways of magic and in the ways ofpolymorphing into humanoid form.

All among the Eternian Royal Guard recognize the Sorceress in bird form,and she keeps close contact with them via telepathy. Though she is nonviolent,the Sorceress will always fly to the aid of any hero who may be in troubleor need her assistance. Her magic powers have long been of help to manyERG allies and have won her the highest respect among them. In human form,the Sorceress appears as a middle-aged woman dressed in zoar feathers.



Teela

Strength: 17 +1 +1

Intelligence: 12

Wisdom: 16

Dexterity: 16 +2 +1

Constitution: 16 +2

Charisma: 19

Class: Fighter

Race: Eternian

Level: 20

Hit Points: 114

Armor Class: 8

THAC0: -1 (staff)

BLOCK: 3 / 11

Attacks/Round: 3 / 2 / 2

Damage: 1d6 +2 x3 (staff +1) / 1d8 +1 x2 (composite long bow) /

1d6 +1 x2 (dagger)

Alignment: Chaotic good

Size: 5'3

PLANE/WORLD: Eternia

Special: Nil

The beautiful and alluring, Teela, daughter of Man-at-Arms, seeks toprove herself the greatest fighter and hunter in the universe, believingwomen to be just as capable if not superior to men. Teela loves natureand the outdoors and will often be found living in solitude with nature.With bright green eyes and brown hair, Teela is a heart stopper for anyhumanoid male. She has taken a vow of celibacy, however, believing herpower and chastity to be one and the same.


Moss Man

Strength: 18 (00) +3 +6

Intelligence: 17

Wisdom: 20

Dexterity: 12

Constitution: 17 +3

Charisma: 20

Class: Druid

Race: Moss man

Level: 22

Hit Points: 125

Armor Class: 10

THAC0: 5

BLOCK: 3 / 10

Attacks/Round: 2

Damage: 1d4 +6 (punch)

Alignment: Lawful good

Size: 6'

PLANE/WORLD: Thasos

Special: -Hides in woods (camouflaged) 85%

-Regenerates limbs and hit points as ring of regeneration

-Suffers double damage from fire based attacks (saves vs. fire at -4)

-Druid spells and abilities

-Possesses absolute control over all plants, may communicate with plantsas with the spell, speak with plants, and may cast any number of spellswith the word, "plant," in it

-Can summon 1-20 treants (7-12 HD) to fight for him in 1d4 turns onceper day

One humanoid species developed from moss, vines, and other moving plants.These were known as the moss men, and their job was to control the populationon Thasos. At first, they accomplished this by destroying excess seedlings.They learned exactly how much water each land could offer and allowed plantationonly enough for survival. Then, a species of tree developed intelligence,with the ability to communicate with all other plants on Thasos. This intelligenttree could talk, make facial expressions, and stood 50+ feet high and 20+feet wide. These trees taught the moss men how to communicate with thegoddess of nature and with plants directly, and in this way, did they controlthe production of seeds rather than destroy those already created. Soon,a balance of power developed between the moss men and the talking trees.For if they desired, the moss men's power to move could easily be usedagainst them. The trees, however, grew to be MUCH older and MUCH wiserthan the moss men, and they realized that the trees superior intelligencewas necessary to help cultivate the land and keep peace on Thasos.


Sting

Strength: 19 +3 +7

Intelligence: 16

Wisdom: 19

Dexterity: 19 +4 +3

Constitution: 15 +1

Charisma: 7 (18 to Beople)

Class: Ranger

Race: Beople

Level: 20

Hit Points: 78

Armor Class: -3

THAC0: -3 (mace) / -2

BLOCK: 3 / 11

Attacks/Round: 1

Damage: 1d8 +8 (mace +1) / 1d4 +poison (stinger)

Alignment: Chaotic good

Size: 6'1

PLANE/WORLD: Hive

Special: -Swarm spell, Creeping doom, ranger spells and abilities

-May cast any number of spells with the words, "insect" or"swarm," in it

-Possesses control over all (non-humanoid) insects, may communicatewith any insect

-Night vision, sight up to 100 yards, flight at movement rate 30

Hive is the home world of the bee people (beople). Anyone visiting Hivewould be amazed at its geometrical complexity. From a distance, Hive appearsas what it is, a giant bee hive the size of a planet.

The planet Hive is one of the most populated of all planets consistingof 1200 orders, each with their own ruler. But the supreme ruler of Hivelives in the deepest catacomb several miles underground. She is known asQueen Belana and she spends most of her day mating and laying eggs. Foreach order is also a sub-queen, 1200 in all, who lay thousands of eggsdaily. Another unique aspect of the bee people is in their sex, for thebee people are divided into not two but three sexes, the males, the femalesand the drones. The political system on Hive works very much like a castsystem but by sex. The females are the most intelligent and always of theupper class, females are also the most rare of the species. The males arethe strongest but hold a middle class position. The unfortunate born drones,who have no sex, are the lowest class. Drones are the weakest and leastintelligent and live in very poor condition. They spend most of their timeworking. Economically, however, the bee people are fundamentally equaland believe VERY strongly in equality for all within their own sex group.Crime and disobedience, however, is never tolerated, and any bee personcaught not working is put to death. Bee people rarely go to war amongstthemselves, but it does occur occasionally. Their most dreaded enemy, however,are those from the neighboring planet of Arachnia, especially the Mantis.When going to war, bee soldiers are expected to die in battle. Among othertraits, bee people have the natural ability to fly.


Hose Nose

Strength: 19 +3 +7

Intelligence: 12

Wisdom: 19

Dexterity: 18 +4 +2

Constitution: 17 +3

Charisma: 15

Class: Fighter

Race: Simbayanan

Level: 18

Hit Points: 108

Armor Class: 6

THAC0: -1 (ax) / 3 (freezing water)

BLOCK: 3 / 12

Attacks/Round: 2 / 1 trunk hold / 1/3 freezing water

Damage: 1d8 +8 (fire ax +1)

Alignment: Lawful good

Size: 6'5

PLANE/WORLD: Simbaya

Special: -Immune to fire, Trunk hold (2d8 +9) / freezing water (12d4+6)

-Extinguishes all flame (magical and non-magical), dispels fire elementals,can conjure 1d4 water elementals (8-16 HD) in 1 turn once per day

Simbaya is a beautiful planet reminiscent of the India of old Earth.It is populated by a race of humanoid elephants.

The people of Simbaya are famous for their gentle, peaceful ways, andtheir search for religious and spiritual enlightenment, violence and crimeis unthinkable. They live life much like the New Earthians but withoutwarlords to throw them into war. All humanoid elephants are vegetarian.Therefore, the majority of them are poor farmers who spend their day workingand playing. To cool off, they like to spray themselves with water or justbathe in mud. There are great structures built on Simbaya, however, allin the name of religion, great vedic temples dedicated to the Hindu gods.Simbayanans are devoutly religious in their worship of Hinduism, yet alsotake a great interest in the sciences, literature and the arts. Simbayananslove to paint, and evidence of their great sculpting techniques can befound all throughout their vedic temples. It is believed that the rulerof Simbaya, the Hindu god, Ganesa, created the planet to escape the stressand conflict of being a god on the planet populated by the Hindu gods,Brahmaloka. Ganesa desired only to find a place in the universe withoutconflict or evil. When he could not find one, he created Simbaya, and populatedthe planet himself with his own children that he conceived with mortalwomen. Today, Ganesa rests within a massive vedic temple and is servicedby his many Simbayanan servants. Indeed, Simbaya is a place of lastingpeace and tranquillity.


Rio Blast

Strength: 17 +1 +1

Intelligence: 15

Wisdom: 9

Dexterity: 11

Constitution: 10

Charisma: 18

Class: Fighter

Race: Eternian

Level: 11

Hit Points: 71

Armor Class: 8

THAC0: 10

BLOCK: 7 / 15

Attacks/Round: 6

Damage: 28d6, 9d6, 5d6 x2, 2d6 x2 (guns)

Alignment: Chaotic good

Size: 5'8

PLANE/WORLD: Eternia

Special: Night vision

One day, while Rio Blast was out on his chili farm in the Endless Plains,he was attacked by a horde of stirges. Rio Blast, with nothing but hishunting rifle, tried to shoot them off, but he didn't scare them, and theyate his entire plantation. The next year, when the flock of stirges cameback, he was ready. Rio Blast had gotten so mad, he had attached to hisbody ten guns! Needless to say, the thousands of stirges were cut to shreds.

The heaviest lasers he puts on his back, which sling over his head andacross his shoulders. This is a coalition of four laser guns, two cannonsdoing 9d6 points of damage each, and two small doing 5d6. In front of hischest is another set of lasers which do a total of 9d6, and always shootin front of where Rio Blast is standing. In each hand, Rio Blast carriesa gun, each doing 5d6, and attached to his knees are another two, verylittle guns doing 2d6. Between these guns is a set of computerized binoculars,which Rio Blast uses to sight his targets. The lasers have been programmedso that wherever he turns his head, that is where they will fire. All ofRio Blast's guns shoot at a range of 1000+ yards; using his telescopicsight and good hand-eye coordination, Rio-Blast can see to shoot that far.

Usually, Rio Blast will come out charging with guns flaring in all directions.He doesn't like long fights, just a simple, quick annihilation of his enemies.These guns have a charge, however, so they can only be used a total of20 rounds before needing recharging.


Stratos

Strength: 17 +1 +1

Intelligence: 14

Wisdom: 14

Dexterity: 17 +3 +2

Constitution: 14

Charisma: 13

Class: Ranger

Race: Bird man

Level: 18

Hit Points: 117

Armor Class: 7

THAC0: 3

BLOCK: 3 / 12

Attacks/Round: 2

Damage: 9d6 (laser)*

Alignment: Neutral good

Size: 6'

PLANE/WORLD: Ouranos

Special: *This attack is made as a spell from the palms of Stratos'hands, and can be made twice per round at will as often as he wishes, ata range of 200+ yards.

-Ranger spells and abilities

-Flight at movement rate 36

Imagine a planet entirely made up of blue sky and white clouds. Suchis the planet of Ouranos, home of Stratos of the bird people.

Life on Ouranos is sparse but great in variety. The main source of vegetationis in air plankton, which float around in the atmosphere as in the oceans.Small vegetarian bird like creatures eat this plankton. In turn, they areeaten by larger predator birds. The largest birds on Ouranos measure about60' in wing span. These larger creatures, unlike common birds, have nofeathers. Their skin is reptilian and their appearance is more like thatof a pterodactyl or a bat whose screeches can be heard for miles. Thereare other, larger, balloon like creatures which fill themselves with hydrogenand helium and just float in the air like big jellyfish.

The civilization of humanoid bird people arose from the mountains. Beingnecessary to survive, they learned to fly early on and have kept the secretsof flight for thousands of years. From the mountains did they build immensetowers rising miles into the sky. These towers appear as golden long stemmedmushrooms with huge heads. A combination of lighter than air gasses, paperlight material and jets enable them to stay aloft. The actual heads ofthe towers are large enough to hold a small city and bird people communein the air between them, flying to and fro and spending very little timeon land. Bird people are also unique in that very little war has brokenout between them; they are generally peaceful. Their technology only consistsof that needed for them to survive. The bird people also have a limitedknowledge of magic, used primarily for nonviolent purposes.


Man-E-Faces

Strength: 17 +1 +1 / 20 +3 +8 / 24 +6 +12

Intelligence: 11 / 3 / 20

Wisdom: 15 / 9 / 1

Dexterity: 10 / 20 +4 +3 / 17 +3 +2

Constitution: 12 / 17 +3 / 20 +5

Charisma: 15 / 7 / 8

Class: Fighter

Race: ?

Level: 13

Hit Points: 102

Armor Class: -2 / -6 / -5

THAC0: 7 / 5 / 2 (fist)

8 / NA / 1 (gun)

BLOCK: 5 / 14

Attacks/Round: 2

Damage: 9d6 x2 (gun) / 1d4 +1, +8, +12 x2 (fist)

Alignment: Lawful good / Chaotic evil / Non

Size: 6'1

PLANE/WORLD: Eternia

Special: (See below)

Perhaps the most complex and difficult to understand, is the being knownas, Man-E-Faces. Having been inflicted at an early age by a horrible curse,Man-E-Faces is a split personality with three separate identities. Thoughhe struggles to be a man, Man-E-Faces is also a monster and a robot. Note,however, that these changes do not come of his own free will. Originally,Man-E-Faces was possessed by only two personalities, a dark reflectionof himself known only as "the monster." Then, in a desperatefight to control himself, he created a third person, a cold and heartlessmediator, "the robot." No one can understand the organic andphysical changes that seem to occur to him at a molecular level, nor hashe ever been cured of this affliction.

The stats above are divided into three categories. The first are thoseof the man, the second are those of the monster, and the third are thoseof the robot. As a man, Man-E-Faces fights with a gun (20 rounds/1000+yards), however, if he is made angry, he will turn into the monster, attackingwith his fists. There is no telling what the monster side of him will do.Being chaotic evil, the monster has been known to attack his own alliesand even join forces with Skeletor. If the monster is tamed, he will turninto the robot, and later, change back into the man. Man-E-Faces will turninto the robot if in a life threatening situation, if he drinks poison,runs out of air, comes near starvation, or is being crushed under a weighthe cannot lift. As a robot, Man-E-Faces can sustain life at -10 hit points,(but cannot be healed or resurrected), has all the endurances of a robot,and does not need food or drink. If in battle, Man-E-Faces is reduced to50 or less hp, he will turn into the monster, and become the robot if reducedto 25 or less. If he falls unconscious (below 0), Man-E-Faces will becomehuman again when his hp reach 1 or above.


Mekaneck

Strength: 16 +1

Intelligence: 19

Wisdom: 15

Dexterity: 13

Constitution: 11

Charisma: 13

Class: Fighter pilot

Race: Eternian

Level: 12

Hit Points: 98

Armor Class: 1

THAC0: 7 (mace), 1 (optic blast)

BLOCK: 7 / 15

Attacks/Round: 2

Damage: 1d8 +3 (All Purpose Handy mace +2), 12d6 (optic blast)

Alignment: Neutral good

Size: 5'8-9'8

PLANE/WORLD: Eternia

Special: Immune to damage and effects of swords of sharpness on 'tohit' rolls of 20, vorpal weapons on 18, 19 or 20, and see below:

Mekaneck's State-of-the-Art armor:

1.) Lowers armor class to 1

2.) Armor blocks 10 attacks for 1d4 rounds (see Zodak's Guide to SpecialAbilities) must be recharged after use for 12 turns

3.) Equipped with the Teleport Button, acting on the wearer as the magespell, teleport

4.) Allows radio communication with anyone in the universe via microphone

All Purpose Handy mace +2

1.) Small compartments in mace contain:

-Built in directional compass

-2 weeks supply of dehydrated food pellets

-200' of rope with hook shot

-Miniature all repair tool kit

-Emergency escape acid viles (burn through anything)

-5 miniature plastic explosives

2.) Functions:

-Button activates built in torch light

-Button activates cutting torch

-Switch releases dagger extension from handle

3.) Med. kit contains:

-2 viles of healing

-2 viles of cure poison

-2 viles of cure disease

Helmet of Virtual Reality:

1.) Fires beams of energy from goggles inflicting 12d6 points of damageat a range of 1000+ yards, but must be recharged after 20 rounds

2.) Target scope lowers THAC0 to 1 for all projectile attacks

3.) Telescopic vision for up to 1000+ yards

4.) Microscopic vision down to the atomic level

5.) Night vision (works in any amount of darkness)

6.) X-ray vision through 1 foot of any material

7.) Built in computer:

-Scans and records images and sounds for "perfect" memoryplayback

-Auto mapper

Mekaneck was an Eternian fighter pilot shot down during a battle inspace. When his ship crash landed on Eternia, he suffered a broken neckand a partially disabled spinal chord. Salvaged by Eternian guards, Mekaneck,in critical condition, was rushed to a hospital. It was there that a doctordetermined that it was a miracle that he still lived, but that his neckwas shattered beyond repair, and that the damage to his spinal chord wouldpermanently render him both blind and deaf.

When word of this reached Man-at-Arms, he empathized with the pilot'scondition, but was convinced there was something he could do about it.And so, Man-at-Arms invented virtual reality. With the virtual realityhelmet, a miniature camera would record the sights and sounds around Mekaneckand send them to his brain through a cerebral cortex-computer link, joinedby a bionic neck that Mekaneck could extend and contract. Even though Mekaneckcould not see the way he once did, the world to him appeared in a differentyet equally stunning array of colors and computer graphics. The VR helmetalso had its advantages, giving him greater sight in other ways, makinghim a valuable ally of the Eternian Royal Guard.


Man-at-Arms

Strength: 13

Intelligence: 20

Wisdom: 16

Dexterity: 16 +2 +1

Constitution: 14

Charisma: 11

Class: Fighter, inventor

Race: Eternian

Level: 15

Hit Points: 72

Armor Class: -7

THAC0: 6

BLOCK: 4 / 13

Attacks/Round: 1 / 2

Damage: 30d6 (cannon) / 1d8 x2 (mace)

Alignment: Neutral good

Size: 6'1

PLANE/WORLD: Eternia

Special: Disintegration

Man-at-Arms, father of Teela, is one of the most important members ofthe Eternian Royal Guard. His genius gave rise to a new era of technologyon Eternia, making Eternia the most advanced planet in the known universe.Man-at-Arms is the creator of such things as the laser gun, the space ship,the virtual reality helmet and Roboto.

Man-at-Arms tries to avoid melee combat if possible. Rather, he makesuse of his high-tech weapons, destroying his enemies from a far. His sixfoot laser cannon can incinerate a person from 1000+ yards away. This weapon,however, must be recharged every 6 shots with a new power clip or becomeuseless. If Man-at-Arms is forced into melee, he will fight with his mace,using his high-tech full plate armor +5 to protect him, lowering his ArmorClass to -7.


Stonedar

Strength: 15

Intelligence: 11

Wisdom: 18

Dexterity: 1 -5 -6

Constitution: 16 +2

Charisma: 12

Class: Fighter

Race: Rock man

Level: 16

Hit Points: 83

Armor Class: -7

THAC0: 5

BLOCK: 4 / 13

Attacks/Round: 1

Damage: 2d10 (boulder) / 1d10 +special (solar gun)

Alignment: Neutral

Size: 5'3

PLANE/WORLD: Graniton

Special: -Immune to fire, acid, poison and petrification

-Armor Class -10 in boulder form

-Stoneskin, Blindness

-Possesses absolute control over all earth elementals and earth basedcreatures (stone golems, galeb duhr, etc.)

-Can conjure 1d4 earth elementals (8-16 HD) in 1 turn once per day


For more information, see Rockon.

Rockon

Strength: 17 +1 +1

Intelligence: 11

Wisdom: 14

Dexterity: 3 -4 -3

Constitution: 16 +2

Charisma: 9

Class: Fighter

Race: Rock man

Level: 19

Hit Points: 99

Armor Class: -7

THAC0: 1 (boulder)

BLOCK: 3 / 11

Attacks/Round: 1

Damage: 2d10 +1 (boulder) / 1d10 +special (solar gun)

Alignment: Neutral

Size: 5'3

PLANE/WORLD: Graniton

Special: -Immune to fire, acid, poison and petrification

-Armor Class -10 in boulder form

-Stoneskin, Blindness

-Possesses absolute control over all earth elementals and earth basedcreatures (stone golems, galeb duhr, etc.)

-Can conjure 1d4 earth elementals (8-16 HD) in 1 turn once per day

Life on Graniton, at first, seems non present, like any other dead planet.Beneath the surface, however, are vast tunnels and passageways leadingto the nuclear core of Graniton. This nuclear core is what generates anocean of volcanic magma, and it is from this ocean that life has somehowevolved. Though it was believed that no living organism could survive suchtemperatures, these life forms have, and have evolved out of this oceanof magma to form the rock people.

The rock people are made up of loosely connected stones that can shiftinto whatever shape they desire, and likewise, have taken the form of humanoidsto better communicate with other races. The rock people are thought tohave no internal organs and no blood; it is believed that their bodiesrun on pure energy alone. In their true form, the rock people are nothingbut large boulders.


Panthro

Strength: 19 +3 +7

Intelligence: 15

Wisdom: 16

Dexterity: 19 +4 +3

Constitution: 18 +4

Charisma: 16

Class: Fighter

Race: Thundercat

Level: 14

Hit Points: 96

Armor Class: 6

THAC0: 1 (nunchuka)

BLOCK: 5 / 14

Attacks/Round: 3 / 1/3 special

Damage: 1d4 +10 (nunchuka +3)

Alignment: Neutral good

Size: 5'8

PLANE/WORLD: Thundara

Special: -Only surprised on a 1

-Once every 3 rounds, Panthro can use his nunchukas to cast a burninghands + cone of cold spell at the same time as a 14th level mage

-Move with silence 95%

-Can hear, smell, and see better than most humanoids

Little to nothing is known about the planet, Thundara, due to its destructionby a colliding asteroid. Of all its inhabitants, only two have survivedand made their way to Eternia, Lion-o and Panthro.

The people of Thundara appear to have been a large race of humanoidcats. Some say they even evolved from cats the same way many humanoidsevolved from apes. Regardless, the land of Thundara was once a place ofviolence. Bickering between the many sub-species of cat people, such asthe lionmen, panthermen, cheetahmen, tigermen, and so on, caused much bloodshed.Legend had it that a magic sword, however, would appear and unite the planetand end the many wars. The sword was called, the Sword of Omens, and onlythe true king of the Thundercats could hold it. Testimony reveals thatthat king was Lion-o of the lionmen, who defeated all his opponents inbattle, conquered the ruler of every other race, and united the kingdomunder his rule.

The planet enjoyed ten years of peace and prosperity when the asteroidcame. Only the panthermen had knowledge of its coming. But the race inpower, the lionmen, did not trust the panthermen, and war broke out again.At the last moment before destruction, Lion-o and his highest officialsleft Thundara on board a ship. The trip took four hundred years after whichtime, they crash landed on Eternia. The cryogenics lab only kept four ofthe 20+ Thundercats alive: Lion-o, Panthro, Cheetarah, and Sabertooth.


Ram Man

Strength: 18 (57%) +2 +3

Intelligence: 10

Wisdom: 8

Dexterity: 16 +2 +1

Constitution: 19 +5 +1

Charisma: 13

Class: Fighter

Race: Eternian

Level: 14

Hit Points: 95

Armor Class: -5

THAC0: 3 (ax) / 2 (head)

BLOCK: 5 / 14

Attacks/Round: 2 / 1

Damage: 1d8 +5 x2 (ax +2) / 2d20 +6 (head)

Alignment: Chaotic good

Size: 6'4

PLANE/WORLD: Eternia

Special: Takes 1/2 damage from bludgeoning attacks, invulnerable uppertorso, add +5 to attack effect roll with head, KO's on 'to hit' 20

This huge brute of a fighter is one of Eternia's oldest and greatest.Famous for his enormous, corpulent size, Ram Man can hurl his entire body,head first, into an opponent, crushing him with his 600 pound body. RamMan also wears a tremendous iron helm +3, making him invulnerable fromchest up and taking half damage from bludgeoning attacks.


Cyclone

Strength: 18 (98%) +2 +5

Intelligence: 18

Wisdom: 13

Dexterity: 24 +6 +5

Constitution: 13

Charisma: 17

Class: Fighter

Race: Semi-god

Level: 20

Hit Points: 101

Armor Class: -6

THAC0: -1

BLOCK: 3 / 11

Attacks/Round: 6 / 1/3 specials

Damage: 1d4 +5 (punch)

Alignment: Neutral good

Size: 6'2

PLANE/WORLD: Jupiter

Special: -Immune to electrical attacks

-Creates cyclone when in combat or flight blowing away all gas and projectileattacks made in a 60' radius

-Rebound punch, Call lightning, Sandstorm spell

-May cast any number of control weather spells

-Possesses absolute control over all air elementals and air based creatures

-Can conjure 1d4 air elementals (8-16 HD) in 1 turn once per day

-Flight at movement rate 36

The only form of life on the planet, Jupiter, besides the divine, area race of humanoids created by Zeus' offspring. Here did many mortal femalessuccumb to the passions of Zeus and bear him children. These demi-god childrenwere known as the First Generation, and in time, they had children of theirown, and each generation from the First became less and less powerful.

Today, the First generation is long past and only the great descendantsof the First remain. Regardless, even the newest generation of this race,possess the super humanoid powers to survive on Jupiter outside a biosphere.These blue skinned beings have the natural power to fly, change the patternof the winds, call lightning, and are immune to wind and electrical damage.Great concern has arisen by the elders of the race, however, for many ofthe newest born are losing many of these abilities, and it is feared, that,if fresh genes are not submitted into the population, the whole race maydie. Thus, petitioners have been sent to beg Zeus to have intercourse withthe females of their race. But Zeus refuses to have intercourse for anypurpose other than for his own personal pleasure, and

is repulsed by the concept of being used as a means to create stronger,more god-like children.


Extendar

Strength: 21 +4 +9

Intelligence: 19

Wisdom: 18

Dexterity: 15 +1

Constitution: 19 +5 +1

Charisma: 18

Class: Paladin

Race: Palutinian

Level: 20

Hit Points: 124

Armor Class: -8

THAC0: -3

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 1d4 +9 (punch)

Alignment: Lawful good

Size: 6'3-12'6

PLANE/WORLD:

Special: -Immune to sharp edged attack effects

+5 full plate armor

+3 shield casts: sanctuary, protection from normal missiles, and globeof invulnerability at 20th level once per day

-Push back punch, paladin spells and abilities

The only intelligent life on Palutina are the humanoid peoples of Palutina.These humanoids are much like Eternian humanoids save for their amazingphysical flexibility. Their flesh has a unique elasticity which enablesthem to stretch far beyond the limits of normal humanoids. Scientists haveattributed this, mainly to a unique plant found only on Palutina which,when eaten, alters the metabolism of the body to endure extreme stretching.Of course, it has taken millions of years of using it in their diet, toalter them to such an extreme. The greatest warriors of Palutina have actuallyturned stretching into a form of combat, the greatest fighters being ableto stretch the furthest.

Otherwise, Palutina is a peaceful medieval kingdom with small villagesand many brick castles. Technology here is high, but has taken a back seatto magic, which is considered to be of most importance. Knights can stillbe found on Palutina. Most of their time is spent jousting, but they maybe called occasionally to tame an angry dragon. The supreme ruler of Palutinais the beautiful and beloved, Princess Palutina, who resides in a whiteand blue castle that sits on a hill rising out of a lake, and can onlybe reached by crossing over a golden bridge.

Unintelligent life forms of interest, are huge horses which stand 9feet at the shoulder, commonly used for transportation.


Lion-o

Strength: 18 (00) +3 +6

Intelligence: 13

Wisdom: 15

Dexterity: 21 +5 +4

Constitution: 18 +4

Charisma: 18

Class: Fighter

Race: Thundercat

Level: 20

Hit Points: 146

Armor Class: 5

THAC0: -7 (sword) / -5 (claw) / 1 (lightning bolt)

BLOCK: 3 / 11

Attacks/Round: 2 / 2 / 2 / 1

Damage: 1d10 +11 x2 "Sword of Omens" (vorpal sword of dancing+5) /

1d6 +9 x2 (Lion Claw +3) / 1d10 +11, 1d6 +9 / 9d6 (lightning bolt)

Alignment: Neutral good

Size: 6'2

PLANE/WORLD: Thundara

Special: Lion-o's Sword of Omens has the following additional abilities:

-Casts 9 die lightning bolt spells once per round when pointed

-Detects alignment within a 50' radius

-Detects evil in a 60' radius

-Detects traps with 35% chance in 10' radius

-Glass sphere on the sword's hilt, the Eye of Omens, gives sight ofany image on the Prime Material Plane with 40% chance of success for 1d4turns, and acts as a spell of true seeing when viewed through.

-Warns of danger in a 50' radius

-Summons and possesses absolute control over any feline creature: 10d10cats, 2d10 great cats, or 1d4 smilidons can be summoned in 1d6 turns, orany Thundercat (subject to distance)

-Lion-o's Lion Claw +3 enables him to climb shear walls as a thief witha 95% chance of success.

It is said that Lion-o, Lord of the Thundercats, has the speed of acheetah, the cunning of a panther, and the strength of a lion. Thus, hecan sprint at movement rate 45, moves with silence at 95%, is only surprisedon a 1, and due to his race, can even hear, smell, and see better thanmost humanoids.


For more information, see Panthro.

Fisto

Strength: 23 +5 +11

Intelligence: 13

Wisdom: 18

Dexterity: 15 +1

Constitution: 20 +5 +1

Charisma: 16

Class: Fighter

Race: Eternian

Level: 20

Hit Points: 123

Armor Class: 0

THAC0: -7 (fist), -6 (sword)

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 1d20 +14* (fist +3), 1d10 +13 (sword +2)

Alignment: Neutral good

Size: 6'7

PLANE/WORLD: Eternia

Special: *Does 2d20 on (S) size creatures, 1d20 on (M), 1d12 on (L),1d8 on (H), and 1d4 on (G)

-Stuns S-M sized humanoid opponents on 'to hit' roll 18-19 with fistand knocks unconscious on 20

-Trips L-H sized humanoid opponents on 'to hit' roll of 18-20 with fistgaining an additional round of attack inflicting 2d20 with fist against10-15 ft. creatures, 1d20 on 16-20 ft., and 1d8 on 21 ft. or greater

-Earthquake punch: All S-L humanoids within a 20' cone of Fisto punchingthe ground must make a successful DEX. check or fall, lose one round, andsuffer 2d20 points of damage with fist

Fisto is famous for his great arm-wrestling ability, and legend hasit, that his great arm has even been known to wrestle giants to the ground.Fisto's right hand is really a giant steel glove, which hits as a magicalweapon for stunning and crushing damage and weighs over 500 pounds. Itis said that Fisto lost his hand a long time ago to a samurai from NewEarth. In their first battle, Fisto chopped the samurai's hand off. Thesamurai retreated but vowed to return and take his revenge. And then, oneday, just as he had promised, Fisto was ambushed. The samurai had replacedhis lost hand with a gold one, and after a long battle, defeated Fistoand chopped his hand off. The samurai left him to live in humiliation,but Fisto replaced his hand with an iron glove and went on to being oneof Eternia's greatest champions, who has been arch-enemies with the samuraiever since.


Roboto

Strength: 24 +6 +12

Intelligence: 24

Wisdom: 1

Dexterity: 18 +4 +2

Constitution: 24 +7

Charisma: 8

Class: Fighter

Race: Machine

Level: 20

Hit Points: 159

Armor Class: -11

THAC0: -7 (ax) / 1 (gun)

BLOCK: 3 / 11

Attacks/Round: 2 / 1

Damage: 1d8 +14 x2 (ax +2) / 18d6 (gun)

Alignment: Lawful good

Size: 6'

PLANE/WORLD: Eternia

Special: Immune to poison, gas, cold, organically harmful acid, attackeffects, fear, mind spells and petrification, night vision

Though he is a "machine," Roboto has all the emotions of anyliving thing, as programmed by Man-at-Arms. Likewise, Roboto is treatedwith the same respect as everyone else in the Eternian Royal Guard. Dueto the fact that he has been programmed to help defend Eternia, however,Man-at-Arms has made Roboto loyal (follows orders without question), fearless(will fight to the death), and without pain, making for a most deadly adversary.Roboto also has a perfect, computer intelligence, able to calculate thousandsof mathematical equations and memorize thousands of languages in seconds.

Roboto has been made with eternium, the hardest known substance in theuniverse, found only on Eternia. To all means possible, eternium is virtuallyindestructible. This and his great speed accounts for Roboto's excellentArmor Class. For battle, Roboto has been designed with a detachable hand,one that can be switched with a +2 battle ax or a twin barrel laser gun.This gun can be fired accurately over 1000+ yards, but must be returnedto Man-at-Arms for recharging after 20 rounds. As a machine, Roboto neednever eat or sleep and is never tired, for he is run by a battery thatwill last for the next 1000 years, making him the perfect guard of theEternian Royal Palace.

Roboto only has one flaw: if he is ever damaged (has lost hit points)he cannot heal himself by resting or by priest spell. If reduced to 0 orless hit points, Roboto becomes inoperable. Only if brought back to Man-at-Arms,or a thief/inventor with a 20+ intelligence and knowledge of robotics,can he ever be repaired (have hit points restored). If reduced to -10 orless hit points, however, Roboto is utterly destroyed and can never againfunction (live). Though it is possible to build another Roboto, it wouldcost 1,000,000 gp in raw materials and take 1d4 +2 years for a thief/inventorof 20+ intelligence to build. Power Man

Strength: 25 +7 +14

Intelligence: 15

Wisdom: 17

Dexterity: 19 +4 +3

Constitution: 23 +6 +3

Charisma: 17

Class: Fighter / Mage

Race: Freedan

Level: 19 / 12

Hit Points: 167

Armor Class: 6

THAC0: -5

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 1d4 +14 (punch)

Alignment: Lawful good

Size: 6'3

PLANE/WORLD: Freeda

Special: Spells, flight at 50' (see below)

Vain and egotistical, Power Man is the greatest hero from the planet,Freeda. Before leaving the planet forever, he was heralded by his peopleas the greatest champion of absolute good. But he is forever marred withthe agony of defeat by the evil god, Chaos, and his 7 demon minions. Now,Power Man seeks to put right what once went wrong by proclaiming his victoryin the DarkWorld Games in the hopes of someday freeing his planet.

No one is certain how Power Man got his awesome, demi-god like power,but it is known that his magical cape is what gives him the ability tofly. This power is automatic and can be used at any time instantly. PowerMan can fly for days with this cape at a movement rate of 50'. He can alsouse this power in conjunction with his awesome strength to lift thingsof massive weight into the air.


She-Ra

Strength: 24 +6 +12

Intelligence: 17

Wisdom: 17

Dexterity: 20 +4 +3

Constitution: 24 +7 +3

Charisma: 22*

Class: Paladin

Race: Eternian

Level: 17

Hit Points: 152

Armor Class: 6

THAC0: -8

BLOCK: 3 / 12

Attacks/Round: 2

Damage: 1d8 +17* "Sword of Power" (holy sword +5)

Alignment: Lawful good

Size: 6'2

PLANE/WORLD: Etheria

Special: *Charisma acts as a continual charm spell (-2 to save if humanoidmale, -5 if seen nude)

-Radiates a continual 1" protection from evil spell

-Sword dispels all magic up to 17th level and creates 50% magic resistancein a 5' radius

-Immune to all diseases

-Makes all saving throws with +2 bonus

*Does an additional +10 points of damage on chaotic evil monsters

*Wounds made by sword cannot be healed through regeneration

-Detects evil within 60' radius

-Can turn demons and undead as a 15th level cleric

-Can cast 3- 1st level, 3- 2nd level, 2- 3rd level, and 1- 4th levelcleric spells at 9th level

-Once per day, can lay on hands healing 34 hit points of damage

-Cure 3 diseases a week

Adora Randor was kidnapped when she was born by Hordak, taken from herparents and her twin brother, Adam, to the planet Etheria. There, she wasraised to serve the Horde as a cruel conqueror. Only until her true formwas recognized by Zodak, did He-Man go on a quest to save her soul. Themost difficult part of his quest, was convincing her that she was, indeed,his sister, and that she could change and become the lawful good personshe was meant to be. He had even brought for her a copy of his own swordgiven to him by Zodak. He told her that if she turned to the side of good,it would be waiting, for only a good paladin could use its powers. Butafter many weeks of trying, he left Etheria a failure. Still, she couldnot forget the love he had for her, a feeling she had never known, andat last, beheld the sword and became She-Ra. Though she was Eternian born,she remained on Etheria to defend its people and redeem herself by rightingthe wrongs of the Horde. On Etheria, she rides a pegasi with full hit points.


He-Man

Strength: 25 +7 +14

Intelligence: 18

Wisdom: 18

Dexterity: 17 +3 +2

Constitution: 25 +7 +4

Charisma: 21

Class: Paladin

Race: Eternian

Level: 30

Hit Points: 200

Armor Class: -5

THAC0: -11

BLOCK: 3 / 6

Attacks/Round: 2

Damage: 1d10 +19* "Sword of Power" (holy sword +5)

Alignment: Lawful good

Size: 6'3

PLANE/WORLD: Eternia

Special: +2 plate mail armor

+1 shield

-Radiates a continual 1" protection from evil spell

-Sword dispels all magic up to 30th level and creates 50% magic resistancein a 5' radius

-Immune to all diseases

-Makes all saving throws with +2 bonus

*Does an additional +10 points of damage on chaotic evil monsters

*Wounds made by sword cannot be healed through regeneration

-Detects evil within 60' radius

-Can turn demons and undead as a 20th level cleric

-Can cast 3- 1st level, 3- 2nd level, 3- 3rd level, and 3- 4th levelcleric spells at 9th level

-Once per day, can lay on hands healing 60 hit points of damage

-Cure 3 diseases a week

On Eternia, He-Man is famous for having done just about everything.In battle, he has single handedly defeated every villain, including Skullgrin!He-Man is the epitome of strength, fighting skill, and ingenuity. His featsare legendary and his tales unending. Even the gods praise his name.

With the Zodiakians gone and Zodak being the last of his race, it becametoo great a responsibility to watch the universe and guard Castle Greyskull.One man had to be chosen, one who could not fail any task. Adam Randorwas chosen by Zodak, out of thousands of Eternian champions, to be thisman, who would inherit a small portion of the Star Chamber power to defendthe very powers of the universe itself.


Gwildor

Strength: 14

Intelligence: 22

Wisdom: 16

Dexterity: 11

Constitution: 7

Charisma: 11

Class: Inventor, scientist

Race: Dwarf

Level: 1 HD

Hit Points: 7

Armor Class: 10

THAC0: 20

BLOCK: 16

Attacks/Round: 1

Damage: by weapon type

Alignment: Neutral good

Size: 3'8

PLANE/WORLD: The Planet of the Land of Gall

Special: (see below)

The Cosmic Key is perhaps the greatest invention of the most famousdwarf inventor, Gwildor. The Cosmic Key has the power to teleport anyoneand anything within a 10' radius to any location in the universe with 100%accuracy as long as the exact coordinates are known. Time and distanceis not a factor. According to Gwildor, "distance, time and measurementare all part of the finite mind, but in the natural universe such conceptsdo not exist." So traveling 100 billion light years would be no differentthan traveling to the next room. These coordinates are recorded on thekey as musical notes. Each location in the universe is said to have a particularset of notes (as discovered by Gwildor) that indicate its precise location.However, the Cosmic Key is incapable of figuring a location unless thekey has been taken there. The key also has the power to open a gate toany place in the universe (as gate spell) even to other planes of existence,and to travel through time. The theory is that time and space are the same,and so traveling to a particular time and place is no different than travelingto any place in the present; it just takes a different set of notes. Sincethe key requires this knowledge prior to being used, it would be impossiblefor it to go back or forward in time to where it's never been. When travelingback in time, the result is similar to a reverse time spell. The PC's donot see themselves as they were an hour before, but rather find themselveswhere they were an hour before. Fortunately, every time the present isreplayed, chances are that a different future will ensue. There is onelimitation, however: the key is unable to travel back to the same timemore than once. Like two magnets of the same charge repelling each other,if two Cosmic Key's meet, the result would be a cosmic explosion that wouldrupture the space-time continuum! Even if the PC's travel 2 hours back,for example, when the 1st hour comes, they will encounter their other selvesand the end result would be the same.


Icarus

Strength: 23 +5 +11

Intelligence: 20

Wisdom: 24

Dexterity: 24 +6 +5

Constitution: 25 +7 +4

Charisma: 24

Class: Fighter / Cleric

Race: Aasimon, Solar

Level: 16 / 15

Hit Points: 177

Armor Class: -10

THAC0: -5 (sword) / 3 (arrows)

BLOCK: 4 / 13

Attacks/Round: 4

Damage: 2d10 +16 x4 (vorpal sword of dancing +5) / 2d8 +13 x4 (arrowsof slaying +2)

Alignment: Lawful good

Size: 9'

PLANE/WORLD: Mount Celestia

Special: +4 weapon to hit, 85% magic resistance, regeneration (7 hp),never surprised

-Radiates: sphere of protection from evil, protection from normal missiles,and minor globe of invulnerability in 70' radius

-Immune to: acid, cold, electrical attacks, gas, petrification, poison,charm, confusion, death spell, domination, feeblemind, hold, imprisonment,and trap the soul

-Mage spells: (imprisonment, any polymorph, any power word, wish) allonce per day

Life on Mount Celestia takes many forms, but most of these are the aasimon,or the souls of the dead who, in life, worshipped the god, Yahweh, andwere granted an eternal existence with him. Thus, there is no death onMount Celestia and almost no violence. Crime is at 0%. All of the aasimonliving on Mount Celestia have one desire, and that is to ascend into theupper layers of the plane, for the higher they go, the closer they cometo godliness. As the aasimon ascend higher levels, so do they become moreand more powerful. At the final and highest layer, is the Illuminated Heaven,which can only be reached by crossing the Bridge of al-Sihal in the capitolof Yetsirah. Those entering the Illuminated Heaven are few, but are saidto become god like in power and beauty. The solar race, considered themost powerful non-god race in the universe, are thought to be the maininhabitants of the Illuminated Heaven, having made their way up from MountCelestia as aasimon and come down solar.

It is believed that Icarus, solar from Mount Celestia, was sent to theDarkWorld Games in order to destroy Hordak and bring order back to theuniverse. It is also thought that Icarus lives in the Illuminated Heavenin a majestic palace, second only to the Temple of Olympus on Jupiter insize. Zodak

Strength: 17 +1 +1

Intelligence: 25

Wisdom: 25

Dexterity: 17 +3 +2

Constitution: 10

Charisma: 18

Class: Mage / Cleric

Race: Zodiakian, Intermediate god

Level: 30 / 30

Hit Points: 341

Armor Class: -13

THAC0: 1

BLOCK: 1

Attacks/Round: 2

Damage: 18d6 x2 (spell) / 1d6 +5 x2 (Ram Staff +4)

Alignment: Lawful good

Size: 5'10

PLANE/WORLD: N/A

Special: +3 weapon to hit, 75% magic resistance, spells

Zodak is the oldest and most powerful of the Eternian Royal Guard. However,his job as "Watcher of the Universe," is a large responsibility,thus he is unable to aid the planets in their struggle for freedom againstthe Horde Empire, unless the universe itself is threatened. Zodak is alsothe only known being with complete access to Castle Greyskull.

For a long period of time, Zodak was only half as powerful a magic-user.Though still an extremely powerful being, when Skeletor was cast into theWhite Void, Zodak retrieved the Ram Staff and all the power that Skeletorhad taken from Greyskull, elevating him to intermediate god status amongthose of his race. He was greatly surprised to find, however, that evenwith his doubled might, the mysterious being known as, Skullgrin, couldbest him in magic.

When Skeletor returned from the White Void, he stole from Gwildor theCosmic Key and used it to go back in time to a separate tangent in Eternianhistory, where he stole the Ram Staff from himself and returned to thepresent to wield it. This is why there are now two Ram Staves, one of goodand one of evil.

Zodak appears in the form of a man holding a silver Ram Staff, wearingthe red Zodiakian cowl and a red suit of leather armor with the white Zodiakiansymbol, that of a trident head with flattened edges. There where his eyeswould be are two black circles full of stars.


Beast Man

Strength: 19 +3 +7

Intelligence: 5

Wisdom: 8

Dexterity: 17 +3 +2

Constitution: 20 +5 +1

Charisma: 5

Class: Fighter

Race: Beast man

Level: 17

Hit Points: 119

Armor Class: 7

THAC0: 0

BLOCK: 3 / 12

Attacks/Round: 1

Damage: 1d4 +8 (whip +1)

Alignment: Chaotic evil

Size: 6'6

PLANE/WORLD: Eternia

Special: Nil

The humanoid race of Eternians is divided into two sub-human groups.These groups evolved differently due to the strange orbit of Eternia. Thefirst are the beast men, very primitive ape-like humanoids who reside inthe thick jungles of the Dark Side forests. The second are the reclusivemerpeople, salt water breathing humanoids who live beneath Eternia's DarkSide oceans.


Merman

Strength: 12 / 18 (35%) +1 +3 (underwater)

Intelligence: 7

Wisdom: 6

Dexterity: 17 +3 +2

Constitution: 18 +4

Charisma: 7

Class: Fighter

Race: Merman

Level: 18

Hit Points: 106

Armor Class: 0

THAC0: 2 / 1 (underwater) / 3 (net)

BLOCK: 3 / 12

Attacks/Round: 2 / 2 / 1 net

Damage: 1d8 +1 x2 (reef sword +1) / 3d4 +4 x2 (trident +1)

Alignment: Chaotic evil

Size: 5'8

PLANE/WORLD: Eternia

Special: Net, Pearl of Monster Summoning

Unknown to most Eternians is that Merman rules under the sea with aniron fist. He is seated upon his own throne and is worshipped by locathah,sahuagin and merpeople. There, he secretly builds an army to rise up andcrush the forces of his master, Skeletor.

On land, Merman uses his reef sword +1, but underwater he is much morepowerful, with an 18 (35%) strength and a +1 trident. If encountering largenumbers of enemies, Merman will use a large fishing net, catching 1d6 humansized creatures with any successful 'to hit' roll. Those not aimed at bythe net must make a successful dexterity check or be trapped. Not evena strength of 24 can free someone from this net, but a sharp edged weaponof +1 enchantment or better can cut it.

Merman also possesses the Pearl of Monster Summoning, a large, fistsized pearl which enables him to contact any sea creature telepathicallyand call it to fight by his side. With it, Merman can summon up to 4-16greater seawolves, one afanc, one verme, and one kraken in 1d4 rounds.Merman can also summon his pet leviathan, a creature which he can callonly in his underwater lair in 2 rounds. The leviathan appears as a gargantuanoctopus with 219 hit points, can attack 8 times per round inflicting 4d10points of damage with each tentacle, has an AC of 0 and a THAC0 of 1. Itcan also grapple its opponents and squeeze them for 4d10 each round theyare in its grasp. To break free, an opponent must roll a higher wrestlingtotal as if the leviathan had a 25 strength, or have its limbs severedif 15 hit points or more are taken off each one. It will only die, however,if 100 hit points or more are taken off the body.


For more information, see Beast Man.

Trap Jaw

Strength: 13

Intelligence: 12

Wisdom: 8

Dexterity: 18 +4 +2

Constitution: 16 +2

Charisma: 5

Class: Thief

Race: Salusian

Level: 14

Hit Points: 117

Armor Class: -4

THAC0: 14

BLOCK: 10 / 14

Attacks/Round: 2 / 1

Damage: 9d6 x2 (gun) / 1-100 (missile)

Alignment: Chaotic evil

Size: 5'4

PLANE/WORLD: Salusa Secundus

Special: 4 missiles (round to change weapons)

No life has ever or could ever evolve on this planet. However, SalusaSecundus is home to a great population of prisoners from all over the universe.The planet was thought the perfect solution to neighboring solar systemsprison space and prison escape problem. However, rumors have it that theruler of the planet is secretly developing a new race of people born onSalusa and is planning to build an army of his own to invade neighboringplanets with intelligent life. The desire for a better life and the overallman power found on Salusa is a threat that the other neighboring planetsfinancing Salusa did not conceive of. Other rumors speak of tyrant dictatorsfrom other worlds coming to Salusa willing to pay any amount for strongprisoners to add to their armies.

Life on Salusa is dark, dismal and depressing. For most prisoners thereis no hope and many end up killing themselves in despair. The dungeon ofSalusa Secundus is so vast that it covers the entire surface of the planet.Many have sought a way out through these dark corridors, believing thereto be something more to the planet than black stone walls and floor. Theironly escape, however, leads them to the surface and to instant death (eitherby freezing cold or extreme pressure change causing them to explode).

Prisoners sent to Salusa usually form their own communities or gangs.Many of those prisoners are actually natives of the planet, having beenborn on Salusa. The reason being, that the Government of United CriminalJustice law states that for every person a criminal murders, that manygenerations of his children will remain serving life sentences on the planet.And, since males and females are thrown on to the planet together, generationsupon generations may be raised by one prisoner.


Tri-Clops

Strength: 23 +5 +11

Intelligence: 19

Wisdom: 19

Dexterity: 19 +4 +3

Constitution: 17 +3

Charisma: 10

Class: Fighter

Race: ?

Level: 18

Hit Points: 118

Armor Class: -1

THAC0: -4

BLOCK: 3 / 12

Attacks/Round: 2

Damage: 1d10 +13 (sword +2)

Alignment: Chaotic evil

Size: 6'5

PLANE/WORLD: Baator

Special: -Always wins initiative, never surprised, immune to all illusions

-Always under the influence of detect invisibility, detect scrying,and true seeing

-Sight up to 1000+ yards, night vision, X-ray vision

Tri-Clops, also known as the Demon Hunter, was discovered while fightinga band of demons on an alien world. Skeletor summoned Tri-Clops and goadedhim into fighting He-Man. Needless to say, He-Man came out victorious,but at the hands of Tri-Clops, walked away limping.

Tri-Clops only has one true eye, but wears a magic helmet which giveshim another two. These three eyes have many special abilities. One is usedto see the natural. Another can see into the immediate future, so Tri-Clopsalways wins initiative and is never surprised. The eye also dispels allillusions, allows Tri-Clops sight as if under a continual detect invisibility,detect scrying, and true seeing spell, and gives him sight of things onother planes. The third eye can see up to 1000+ yards, in complete darkness,and through 1 ft. thick of any material. Stinkor

Strength: 13

Intelligence: 11

Wisdom: 10

Dexterity: 10

Constitution: 12

Charisma: 1

Class: Fighter

Race: Stinkonian

Level: 12

Hit Points: 56

Armor Class: 2

THAC0: 9

BLOCK: 7 / 15

Attacks/Round: 2 +special

Damage: 1d4 (punch) +special

Alignment: Chaotic evil

Size: 5'6

PLANE/WORLD: Stinkon

Special: Continual poison cloud in 10' radius (1d4/round)

Stinkon is one of the only known planets not to have a spherical shape.Instead, Stinkon is a more elliptical, egg shape. Stinkon is home to arace of humanoid skunks, which are the butt of every joke in the universe.Prejudice against the skunk people, in fact, has left them bitter and keptthem at a lower class in the universe.

The inhabitants of Stinkon can sometimes be found riding gigantic versionsof the common ordinary skunk. Though the skunk people excel in technology,their terribly bad odor repulses even the most conforming aliens. Thisalso has an advantage in that, no conquerors have ever been able to standthe smell of Stinkon long enough to invade it nor would any conqueror wantto conquer it. Unfortunately for the Stinkonians, they have little understandingof the word "odor" nor do they understand why other alien speciestend to stay away from them. The Stinkonians are also terribly weak fighters,and their champion sent to the DarkWorld Games is by far the worst ratedof them all.

Anyone coming within 10' of Stinkor fall under the effects of his stinking,poison cloud, losing 1d4 points of damage every round until they are dead,or until the stench can be removed by running water. Leaving this cloudor killing Stinkor will not stop the hit point loss, for the stench seemsto stick to those subjected to it and cause others coming within 10' ofthose effected by it to also be effected.


Webstor

Strength: 12

Intelligence: 20

Wisdom: 15

Dexterity: 17 +3 +2

Constitution: 13

Charisma: 10

Class: Thief, inventor

Race: Arachnid

Level: 15

Hit Points: 92

Armor Class: -3

THAC0: 13

BLOCK: 10 / 13

Attacks/Round: 3

Damage: 9d6 (gun)

Alignment: Chaotic evil

Size: 5'7

PLANE/WORLD: Arachnia

Special: Grappling hook, poison bite

The population on Arachnia is small compared to Hive, primarily dueto the frigid cold temperature and scarcity of food. The life evolved fromunderground lakes and rivers beneath the surface. Vegetation can be foundonly in the very deepest depths of the planet where the smaller insectsfeed. These insects are in turn eaten by larger and larger insects. Thelargest insect creatures found on Arachnia are 50' tall. These gargantuansare hunted down by the four groups of humanoid insects. These groups are,from most to least dominant: the Arachnids of the Xenon Nation, the Mantisof the Volans Kingdom, the Ant people of the Sagitta tribe and the Mosquitsof the Pyxis tribe. Other smaller sub-species of insect humanoids existbut are too uncommon to mention.

Among these four groups does constant war pervade. Each of them livein their own divided territories and cities. Their technology is surprisinglyhigh, having knowledge of laser weapons and the power of space travel.This technology even exceeds that of Hive, but their economic, politicaland social knowledge is extremely poor. At times, one of these groups decidesto invade Hive in order to obtain its precious resources: food and otherraw materials. Though their technology far exceeds that of the bee people,however, their disorganization, lack of communication and the overwhelmingnumber of bee people makes their expeditions futile. The most powerfulbeing on Arachnia is the Dark Queen Black Widow, who resides in a citymade entirely of spider webbing, a material many times stronger than solidsteel.


Clawful

Strength: 23 +5 +11

Intelligence: 15

Wisdom: 12

Dexterity: 12

Constitution: 17 +3

Charisma: 10

Class: Fighter

Race: Crustacean

Level: 20

Hit Points: 115

Armor Class: 0

THAC0: -4

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 1d20 +11 (bludgeoning)

Alignment: Chaotic evil

Size: 6'6

PLANE/WORLD: Crustacea

Special: Can block with claw, death on 'to hit' 20

It is rare to find life on any land, but the land dwellers that do existare by far the most powerful on Crustacea. They hold the upper hand becausethe land dwellers can attack their enemies underwater and then retreatto make their plans and stockpile their weapons in a place where theiraquatic foes cannot reach them. Thus, the dominant races of Crustacea havebeen of the hard shelled crustaceans, who consist of many sub-species suchas the lobster crustaceans (the most powerful) the crab crustaceans, thesnail crustaceans and many more sub-species too numerous to mention. Amongthe crustaceans have wars broken out. Their numbers are small, however,and battles between them are more on a tribal level. These battles usuallyoccur over precious land. The other intelligent underwater races of Crustaceaconsist of the sahuagin (fish people), the mermen, the locathah, the octopodsand the non-humanoid but very intelligent whale species. Each of thesespecies live on a separate continental shelf divided by massive deep seatrenches. Though the fish people have the power to fight on land, theirbodies cannot sustain the absence of moisture for long periods and theyare unable to make their homes there. This, of course, has given the crustaceansthe advantage and has made them rulers of the ocean. Life in these oceanshas evolved much like life evolved on most planets with water, except forthe scarcity of land, which has obviously forced the majority of the lifeto live beneath the waters.

The capitol of Crustacea is Reef City, where the seat of power restson a massive castle made entirely of sea shells. Upon the throne sits KingCrabthorn, the lobster crustacea, who rules all the other races but withvery weak control. Though he commands the crustacea armies, the other racesof Crustacea resent his rule and struggle to free themselves from him.


Fakor

Strength: 24 +6 +12

Intelligence: 19

Wisdom: 1

Dexterity: 17 +3 +2

Constitution: 15 +1

Charisma: 18

Class: Fighter

Race: Machine

Level: 16

Hit Points: 71

Armor Class: -3 / (see below)

THAC0: -2

BLOCK: 4 / 13

Attacks/Round: 2 / see below

Damage: 1d10 +13 (pseudo Sword of Power +1) / (see below)

Alignment: Chaotic evil

Size: 6'3

PLANE/WORLD: Eternia

Special: Immune to poison, gas, cold, organically harmful acid, attackeffects, fear, mind spells and petrification, Clone, night vision

When Skeletor created Fakor, it was to fool the Eternians into thinkingthat Fakor was He-Man. This way, Skeletor would have the perfect spy onthe Eternian Royal Guard. In time, however, the Eternians learned to spotthe real He-Man from the fake, and Fakor was no longer useful. And so,assembling all his dark magic, deep within a secret dungeon, Skeletor conjureda spell that made Fakor a much deadlier opponent. Fakor appears like thatof a cross between He-Man and Skeletor. He has the body of He-Man, butwith orange hair and blue skin. He wears armor like Skeletor's and carriesa sword that looks similar to the Sword of Power save for its orange hue.Fakor's new power enables him to assimilate any character under 12' tallin 1 round as long as he has seen and touched that character before. Theknowledge, mannerisms, and appearance of the character are cloned, makinghim impossible to tell apart from the real character. Strength, dexterity,Armor Class, Attacks/Round, and Damage become the same, including specialabilities. Fakor cannot, however, copy Hit Points, THAC0, or magical abilities.For example, Fakor could turn into Grizzlor, attack 3 times per round inflicting1d8 +14 twice and 1d12 +14, but could not turn into Skeletor and cast spells.Furthermore, Fakor's sword always acts as +1, even though it too can morphinto any non-projectile weapon. For example, if Fakor copies Lion-o, hissword will not become +5 or have vorpal capabilities. It will, however,look like the Sword of Omens and inflict 1d10 +11 points of damage withFakor's strength bonus making up for the difference. In cloned form, Fakorcannot be harmed in any way. He can, however, be forced to turn back intohis true self if he suffers more than 4 hits of any attack. Fakor may chooseto morph again, but will be vulnerable to one round of attack when he morphs,whether it be in the beginning or the end of the round.


Saurod

Strength: 15

Intelligence: 13

Wisdom: 17

Dexterity: 14

Constitution: 16 +2

Charisma: 8

Class: Fighter

Race: Draconian

Level: 19

Hit Points: 99

Armor Class: -11

THAC0: 2

BLOCK: 3 / 11

Attacks/Round: 1 / 1/3 special

Damage: 5d6 (gun)

Alignment: Chaotic evil

Size: 5'8

PLANE/WORLD: Krynn

Special: Dragon breath (12d10 +12)

The intelligent life of Krynn consists of four main humanoid groups:the humans, gnomes, dwarves, elves and the minotaurs. Many other sub-speciesexist but are too uncommon to name. Technology on Krynn is at the medievallevel but their knowledge of magic is extremely high. An intelligent raceof dragons also resides on Krynn but did not originate from the planet,but from a plane of existence known as Baator. Their coming gave rise toa new sub-species of humanoid once non-existent on Krynn, the half human,half dragons, known as the draconians.


Whiplash

Strength: 22 +5 +10

Intelligence: 11

Wisdom: 6

Dexterity: 17 +3 +2

Constitution: 18 +4

Charisma: 10

Class: Fighter

Race: Lizard man

Level: 20

Hit Points: 111

Armor Class: 0

THAC0: -6 (spear), -4

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 1d6 +12 (spear +2), 1d20 +10 (tail)

Alignment: Chaotic evil

Size: 6'2

PLANE/WORLD: Repton

Special: Tail hold

In the first epoch, life flourished on Repton primarily in the formof reptiles. Repton was home to many great animals including snakes, lizards,frogs, alligators, and most significantly, dinosaurs. Two intelligent humanoidlife forms evolved on Repton: the lizard men and the snake men. The lizardmen preferred to live in the swamps and hunted in tribes using primitivewooden weapons such as spears and arrows. The snake men weren't much different,except, when the desert metamorphosis began, they chose to go out and adaptto the new environment. This decision is what, in many thousands of years,would give them dominance over the lizard men. For as the swamps and junglesdisappeared, so did the lizard men migrate further into the jungles. Soon,however, the jungles were not sufficient in size to support their populationand the lizard men began to die. Some of them attempted to live in thedesert but were too late. They hardly had the ability to evolve in suchshort time.


Spikor

Strength: 18 (61%) +2 +3

Intelligence: 11

Wisdom: 11

Dexterity: 16 +2 +1

Constitution: 17 +3

Charisma: 6

Class: Fighter

Race: Spike fiend

Level: 16

Hit Points: 97

Armor Class: -5

THAC0: 3, 5 (lightning prod)

BLOCK: 4 / 13

Attacks/Round: 3

Damage: 1d12 +4 x2 (club), 12d8 +6 (lightning prod)

Alignment: Chaotic evil

Size: 6'3

PLANE/WORLD: Xyrzitz 2

Special: Body spikes

The main intelligent life on Xyrzitz are the spike fiends, who ruleover the planet with an iron fist. Four various groups of spike fiendsare at constant war with each other and high-tech weapons of every kindare used. The most powerful of the four groups are the Cepheus spike fiends,who have established astral bases to orbit their planet and other baseson neighboring dead planets. Their combined armies number in the millions,but then again, 90% of the male population of spike fiends is in the army.Female spike fiends are not allowed in the army nor are they treated inhumanitarian ways. Females are considered useful for one purpose and onepurpose only, and that is to procreate. Most spike fiends keep their femalesstripped of clothing and chained to the floor. Since spike fiends are coveredwith spikes, sexual intercourse is always a painful experience for femalespike fiends, making it necessary to rape for childbirth. A male spikefiend is not born with his spikes, however, but grows them gradually ashe gets older. The older the spike fiend, the longer and more pointed hisspikes become. Spike fiends are born blue, but as they get older, turnmore and more reddish in color. A middle aged spike fiend is thus purplein color whereas an old fiend is dark red. The only other intelligent raceto be found on Xyrzitz are the dwarves, brought from other planets to beused as slave labor. Dwarves are forced to mine the planet for preciousmetals and build weapons for the war. Punishment for not working is givenwith spiked chains.

The supreme ruler of the Cepheus spike fiends is Zaibos Maximus, a huge,red spike fiend with spikes two feet in length. Zaibos Maximus is a harsh,militant ruler with little compassion and a love for pain and bloodshed.Though he is far more powerful than his champion, Spikor, Zaibos does notwish to enter personally into the DarkWorld Games. He believes his positionon the throne of Xyrzitz to be too great to lower himself amongst the ranksof mere gladiators.


Jitsu

Strength: 22 +4 +10

Intelligence: 14

Wisdom: 11

Dexterity: 18 +4 +2

Constitution: 20 +5 +1

Charisma: 13

Class: Samurai

Race: New Earthian

Level: 20

Hit Points: 135

Armor Class: -4

THAC0: -5 (sword), -6 (hand)

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 1d8 +12 (sword +2), 1d20 +13 (hand +3)

Alignment: Chaotic evil

Size: 6'7

PLANE/WORLD: New Earth

Special: Stun on 'to hit' 20 for 1d4 rounds

The people of New Earth spend most of their day fishing, farming andmeditating. They live humble, peaceful lives. Many of these people arereligious leaders or monks, who live in seclusion among the hills in greattemples and spend most of their day praying. All of these people, however,live under the rule of their warlord. The warlords of New Earth dividethe land amongst themselves. They adorn themselves in wealth beyond imaginationand build great cities of wealth unto themselves. Unlike the commoners,the upper class of New Earth are warriors, artists, explorers and thinkers.They rule over the commoners and carry out the decree of the warlord. Mostof these warriors are the honorable samurai. But many of these are theninja, assassins for hire used to assassinate other warlords of neighboringlands. And yes, many wars have broken out between warlords over possessionof this land. However, all of these warlords must answer unto the EmperorIroku Saganaki. Since the Emperor has very loose control over the warlords,however, they usually do whatever they wish. It is rumored, however, thatsomewhere among the Great Mountains live the gold dragons. Commoners arefond of worshipping and offering sacrifices unto the gold dragons. Somewarlords even suspect the Emperor of being a gold dragon himself.

It is believed that Ninjor, henchmen of Skeletor, is actually an assassinfor Warlord Tseng Liu of the Red Dragon Dojo, who followed Jitsu to Eterniain order to assassinate him, so that Tseng Liu can get back at his oldnemesis Warlord Ku, whose head samurai was Jitsu.


Scareglow

Strength: 13

Intelligence: 12

Wisdom: 13

Dexterity: 17 +3 +2

Constitution: 15 +1

Charisma: 1

Class: Cleric

Race: Undead

Level: 16

Hit Points: 55

Armor Class: -7

THAC0: 6

BLOCK: 4 / 13

Attacks/Round: 2

Damage: 1d12 +4 +any special (scythe +4)

Alignment: Chaotic evil

Size: 6'1

PLANE/WORLD: Necropolis

Special: +3 weapon to hit (no strength +), immune to all and attackeffects, Fear paralysis (save -3), Dexterity drain, Death curse, Possession,spells

Scareglow is an ethereal undead being of great power. He cannot be harmedby any physical or magical attacks or weapons under +3 enchantment. Allsuch attacks pass through him as if he were a vapor. Even those weaponsof +3 enchantment or greater have only the power to disrupt his etherealform, so damage bonus due to strength is negated. For example, the Swordof Omens would only do 1d10 +5 points of damage. Scareglow can also beharmed by healing spells, and would utterly be destroyed by a resurrectionor raise dead spell. Only a 20th level cleric or higher can attempt toturn Scareglow as special undead.

If reduced to 0 hit points or less, Scareglow will not die, but simplyvanish, leaving his cloak and scythe behind. He who strikes the final blowto destroy his form, however, will immediately fall under Scareglow's Deathcurse. If Scareglow fails to possess any one of the party members who destroyedhim, he will reform in 3 days to take his revenge.

Scareglow can use any spell as a 16th level cleric and fights with along spear like scythe +4. He also wears a +4 robe of invisibility. Allthose struck by the scythe lose 1d4 points of dexterity, but Scareglowalso has the power to channel any evil cleric spell through his scytheand attack at the same time. For example, if Scareglow wished to cast harmon his victim, he could attack, and the victim struck would have to makea successful saving throw or be reduced to 1 hit point. Note that whenusing a cleric spell with his scythe, Scareglow cannot employ his Dexteritydrain.


Blade

Strength: 18 (76%) +2 +4

Intelligence: 17

Wisdom: 9

Dexterity: 18 +4 +2

Constitution: 19 +5 +1

Charisma: 15

Class: Fighter

Race: Salusian

Level: 20

Hit Points: 136

Armor Class: 4

THAC0: -3

BLOCK: 3 / 11

Attacks/Round: 4

Damage: 1d8 +6 (sword +2)

Alignment: Chaotic evil

Size: 6'8

PLANE/WORLD: Salusa Secundus

Special: Nil

Those born on Salusa are raised in a hellish world where they are taughtthe ways of evil and power. Mutant children from cross breeding prisonersalso tend to develop more terrible beings, perfect for the army of a psychopathicdictator. For the law of Salusa Secundus is "might makes right".And the wardens of the planet could care less about any wrong doing. Anyonebeing raped, murdered, or tortured is ignored, as long as he is not thewarden or the prison ruler. And, since there is no where on the planetto escape to, the Salusians are allowed to wander around wherever theywish. They do not, however, wander too far. For they know that they mustreturn for the food and water that only the wardens can provide. Many timeshave prisoners attempted to attack these wardens. These prisoners end upbeing punished, however; being put to clean the dungeon.

There are rumors, however, some call them legends of Salusa Secundus,of prisoners actually having escaped. The myth has it that there is a nearbyasteroid belt, and within one of these asteroids is a huge cave secretlybeing used by a gang of space pirates to harbor their ships. These piratesroam the universe looking for transport vessels to plunder, and sometimes,land on the planet surface to look for criminals wishing to join theirgang. Two of these pirate escapees may be Trap Jaw and Blade, who claimto be prisoners from the planet Salusa Secundus.


Two Bad

Strength: 19 +3 +7

Intelligence: 12 / 3

Wisdom: 17 / 13

Dexterity: 12

Constitution: 10

Charisma: 12 / 11

Class: Fighter

Race: Mutant

Level: 17

Hit Points: 117

Armor Class: -2

THAC0: 1

BLOCK: 3 / 12

Attacks/Round: 2

Damage: 1d10 +7 (punch)

Alignment: Chaotic evil

Size: 7'

PLANE/WORLD: Miaplacidus

Special: Nil

Life was discovered on Miaplacidus by a mad scientist, also known asthe Black Biologist, Dr. Jaseline Zbigniew, who had been practicing forbiddensciences such as: cloning, creating new life forms out of protoplasmicmatter, mixing different species to create new species, bringing dead organictissue back to life, and dabbling in disease and virus making. When Zbigniewlearned of the planet, Miaplacidus, he ignored the warnings and raced thereimmediately. The amino acids and protoplasmic matter available there wouldallow him to perform experiments never before imagined. The opportunitywas just too tempting.

Upon reaching the planet, Zbigniew went to work collecting tissue samplesand testing the organic matter. Quickly, he began experiments using thenew matter and developed unspeakable monstrosities that could not survive.The few beings that did live, however, Zbigniew kept locked in a cage,performing cruel and unusual tests on them. Only one of these beings, atwo-headed cross breed of two independent races, escaped from Zbigniew'slaboratory and into space with Zbigniew's space craft.


Evil-lyn

Strength: 11

Intelligence: 19

Wisdom: 15

Dexterity: 14

Constitution: 8

Charisma: 18

Class: Mage

Race: Eternian

Level: 18

Hit Points: 38

Armor Class: 10

THAC0: 15

BLOCK: 10 / 12

Attacks/Round: 1

Damage: 18d6 (wand)

Alignment: Chaotic evil

Size: 5'8

PLANE/WORLD: Eternia

Special: Spells, morphing

In her true form, Evil-lyn is an ugly, old hag. She will always appear,however, in the form of a stunningly beautiful woman, for it was her desireto look beautiful and no longer grow old that started her young on thepath of black magic. Because she never appears in her true form, Evil-lyncan look like any woman, changing her body from day to day like one changeshis clothes, so it is nearly impossible to recognize her. Sometimes, shecan even fool others by morphing into women that exist, like Teela or She-Ra.

If at all possible, Evil-lyn will never engage combat. She is alwaysguarded by 3d10 doom guards, and even still, will use any means of witchcraftnecessary to escape direct confrontation.

The true threat of Evil-lyn is in her cunning. Evil-lyn is infamousfor her diabolical plots, and her lair will always consist of traps andarmies of darkness ready to crush invaders. When fighting Evil-lyn, illusion,confusement, and horrible, campaign ending surprises are common.


Skeletor

Strength: 18 (90%) +2 +4

Intelligence: 19

Wisdom: 17

Dexterity: 20 +4 +3

Constitution: 20 +5 +1

Charisma: 3 (18 to evil)

Class: Fighter / Mage

Race: Pseudo Undead

Level: 18 / 26

Hit Points: 188

Armor Class: -6

THAC0: -4 (sword) / -3 (staff)

BLOCK: 3 / 12

Attacks/Round: 1 / 2 / 2 / 2

Damage: 18d6 (spell) / 1d10 +9 x2 (Sword of Power +5) / 1d20 +9 x2 (claws+5) /

1d6 +8 x2 (Ram Staff +4)

Alignment: Chaotic evil

Size: 6'2

PLANE/WORLD: Eternia

Special: Immune to all forms of special (non-hit point damaging) undeadattacks, spells

Once, when Skeletor was very young, he had a face. And Skeletor trainedskillfully with the sword and in the black arts of magic, until he founda staff with a ram's skull upon it. As soon as he touched the staff, theenergy of the Star Chamber flowed through him, and he dared look into itsbrilliance and his face was melted away. When he returned to his master,Hordak, he thought perhaps his Ram Staff to be even more powerful thanhis master's Bat Shield. Unfortunately for him, he did not yet have theknowledge to wield his newly found power properly and failed to destroyhis master. Even still, he took everything that Hordak had taught him andconjured an army of his own, and forever since, looked upon Hordak as anenemy.

"And with that, you and your wife stare in disbelief and terror,as the face of the old man melts away revealing nothing but bone whiteskull, and at that same instant, he enlarging to a height high above yourhead. His old brown rags fall to the ground, armor taking its place; hispale white flesh turns blue; his wrinkled skin firms into muscles, anda druid like hood drapes over his head. With a flash of blinding, swirlingcolors, a staff appears in his left hand topped by a dreaded ram skull.

Then, he speaks, his empty eye sockets lighting up like candle flamewith each syllable, 'Fools! I am Skeletor, Lord of Destruction!' And withthat, he knocks his ram staff against the ground, bolts of white flamedancing along its shaft causing the small house to shudder, as if the overwhelmingpresence was too much for it to sustain."

-excerpt from The Symbol


Tongue Lasher

Strength: 14

Intelligence: 15

Wisdom: 10

Dexterity: 18 +4 +2

Constitution: 11

Charisma: 9

Class: Thief

Race: Yuan-ti

Level: 20

Hit Points: 81

Armor Class: -4

THAC0: 8 (rod), 11

BLOCK: 3 / 11

Attacks/Round: 4

Damage: 1d8 +3 (Rod of the Serpents +3), 1d4 (punch), 5d6 (gun), 1d4(tongue)

Alignment: Neutral evil

Size: 6'

PLANE/WORLD: Repton

Special: Poison at -2

The snake men had used the desert to expand their intelligence. Withthe sand and rock they built stone tools and weapons. Soon, the snake menhad even learned to domesticate the dinosaurs. Using the power of the brontosaurusat their command, huge stone monuments were built, along with stone temples,cities, and palaces. It wasn't long before the triceratops and stegosaurusbecame common use in desert travel. This increased mobility enabled themto expand their empire and build bigger and stronger structures. Still,they were always sure to build close to a source of water or to a nearbyjungle.

In battle, Tongue Lasher uses his Rod of the Serpents, a weapon usedby many of the snake men under the rule of King Hiss. It is a long metalstaff intertwined by a sculpted snake. These rods do 1d8 points of damageand hit with +3 enchantment. Any kind of snake, humanoid or animal, lookingupon the rod, fall under the complete control of the wielder. Only KingHiss or another snake man with a similar rod can resist this charm effect.In addition, anyone holding the rod instantly becomes immune to poisonand is cured of all poison based afflictions. The Rod of the Serpents isalso used by many spell casters as a holy symbol or a material component.


Ratlor

Strength: 17 +1 +1

Intelligence: 12

Wisdom: 10

Dexterity: 20 +4 +3

Constitution: 17 +3

Charisma: 3

Class: Fighter

Race: Yuan-ti

Level: 15

Hit Points: 97

Armor Class: -4

THAC0: 2 (rod), 5

BLOCK: 4 / 13

Attacks/Round: 3

Damage: 1d8 +4 (Rod of the Serpents +3), 1d4 +1 (punch), 1d12 +1 (bite)

Alignment: Neutral evil

Size: 5'9

PLANE/WORLD: Repton

Special: Poison at -2

In the final years of the 1st epoch, a snake man by the name of Sethcame from the desert and proclaimed to be Pharaoh of Repton. He equivocatedhimself to a god and many historians say that, indeed, he was a god. Sethorganized the snake men into one great empire and built as a symbol ofhis glory a massive stone pyramid. Seth was responsible for teaching thesnake men the ways of magic, cleric spells, and explained that the lossof the plants would eventually cause their doom unless they worshippedthe gods, who were angered (by his account) and had issued punishment onRepton. Seth died but was succeeded by a long line of descendant pharaohs.A temple to Seth was built and the priests of Seth watched for the signsof the end of the world. The signs would be, as Seth had so prophesied:the disappearance of the dinosaur, the changing of the atmosphere, andmost importantly, the changing of the moon. When these changes began tooccur, the priests of Seth brought this attention to Pharaoh King Hiss,who at first did not believe. Then, when the land was so little that thesnake men began to starve, the Pharaoh took notice and decreed that continualsacrifices be made unto the gods until the swamps returned. Rituals wereperformed, thousands died, but the land did not return. At last, in a desperateattempt to escape extinction, King Hiss stepped down from his throne andabandoned his empire to find a new home. He took with him a thousand snakemen and in a huge ship sailed frozen in space for countless years. Allthat remained of Seth's great empire were the abandoned cities, the pyramidof Seth, and the desert, littered with skeletons of the once great dinosaurs.

For more information, see Tongue Lasher.


Sssqueeze

Strength: 20 +3 +8

Intelligence: 9

Wisdom: 9

Dexterity: 18 +4 +2

Constitution: 13

Charisma: 1

Class: Fighter

Race: Yuan-ti

Level: 15

Hit Points: 69

Armor Class: -4

THAC0: 3

BLOCK: 4 / 13

Attacks/Round: 4

Damage: 1d4 +8 (punch) x2, 1d8 (bite), 5d6 (gun)

Alignment: Neutral evil

Size: 5'8

PLANE/WORLD: Repton

Special: Constriction (1d20 +8 or 2d20 +16), poison at -2

Sssqueeze appears like that of a yuan-ti boa constrictor, with lightgreen scales and expandable, 8 foot, snake like arms that he uses to graband crush his opponents. Blast Attack

Strength: 24 +6 +12

Intelligence: 20

Wisdom: 1

Dexterity: 15 +1

Constitution: 19 +5 +1

Charisma: 8

Class: Fighter

Race: Machine

Level: 17

Hit Points: 120

Armor Class: -8

THAC0: -4

BLOCK: 3 / 12

Attacks/Round: 2

Damage: 1d12 +14 (halberd +2)

Alignment: Neutral evil

Size: 6'

PLANE/WORLD: Repton

Special: Immune to poison, gas, cold, organically harmful acid, attackeffects, fear, mind spells and petrification, explodes when killed (20d10),night vision

Blast Attack is a powerful robot invented by King Hiss in order to givethe snake men the extra man power needed to contend with Skeletor's armiesand the Horde Empire. Though Blast Attack may seem like any ordinary robot,he is, in actuality, a bomb ready to explode. For if Blast Attack's hitpoints ever reaches 0 or below, he will explode, causing 20d10 points ofdamage to all creatures within a 100' radius.


Cobra Khan

Strength: 17 +1 +1

Intelligence: 15

Wisdom: 13

Dexterity: 20 +4 +3

Constitution: 18 +4

Charisma: 11

Class: Fighter

Race: Yuan-ti

Level: 20

Hit Points: 127

Armor Class: -4

THAC0: 1 (gun)

BLOCK: 3 / 11

Attacks/Round: 2 +special

Damage: 9d6 (gun)

Alignment: Neutral evil

Size: 6'

PLANE/WORLD: Repton

Special: Poison spit at -2

One of the oldest and most famous of all snake men, Cobra Khan was atone time a henchman of Skeletor, known as the "Master of Serpents."He was also thought to be the last surviving yuan-ti on Eternia, relativeof the great King Hiss.

After discovering a magic portal within Snake Mountain that freed KingHiss from the White Void, however, Cobra Khan turned on his current lordand joined the master of his race. Due to his inside knowledge of Skeletor'sarmy, Cobra Khan has been a useful ally to King Hiss in his war with Skeletorto take back the stronghold in which King Hiss once ruled.


Snake Face

Strength: 18 (59%) +1 +2

Intelligence: 12

Wisdom: 13

Dexterity: 19 +4 +3

Constitution: 19 +5 +1

Charisma: -3

Class: Druid

Race: Yuan-ti / Medusa

Level: 13

Hit Points: 107

Armor Class: -6

THAC0: 8 (rod)

BLOCK: 5 / 14

Attacks/Round: 2 +special

Damage: 1d8 +5 (Rod of the Serpents +3)

Alignment: Neutral evil

Size: 5'8

PLANE/WORLD: Repton

Special: Shield of the Medusa +1, Horror gaze (1d12 rounds), Petrificationat -2, Snake toss (1d4), spells

Due to his horrible appearance, Snake Face is rarely found without hisdruid's cloak and hood. When engaging combat, however, he will reveal hisface and body, one of a cross between a yuan-ti and a medusa, covered withwrithing snakes of all kinds from head to toe. Snake Face also carriesthe Shield of the Medusa +1, a valuable magic item that not only givesits user a +2 bonus to AC, but makes him immune to all forms of poisonand petrification, charms serpents as the spell charm, and cures poisonto anyone touching the shield not in combat. When casting spells, SnakeFace will use his Rod of the Serpents.

If encountered in his lair, there is a 60% chance that Snake Face willbe accompanied by 1-4 of his medusa wives.


For more information, see Tongue Lasher.

Rama

Strength: 16 +1

Intelligence: 13

Wisdom: 12

Dexterity: 16 +2 +1

Constitution: 16 +2

Charisma: 18

Class: Fighter / Mage

Race: Yuan-ti

Level: 15 / 18

Hit Points: 125

Armor Class: -2

THAC0: 3 (rod), 6

BLOCK: 4 / 13

Attacks/Round: 4

Damage: 1d8 +4 (Rod of the Serpents +3), 1d6 +1 (claw), 1d12 +1 x2 (bite)

Alignment: Neutral evil

Size: 5'8

PLANE/WORLD: Repton

Special: Hypnotism at -2 (1d6 rounds), poison at -3, spells

Rama appears like that of a humanoid Egyptian cobra. His skin is lightbrown in color and he can easily be identified by his large hood. Ramauses his Rod of the Serpents to cast mage spells.

For more information, see Tongue Lasher.


Purple Death Adder

Strength: 18 (00%) +3 +6

Intelligence: 19

Wisdom: 11

Dexterity: 20 +4 +3

Constitution: 18 +4

Charisma: 14

Class: Fighter

Race: Yuan-ti

Level: 20

Hit Points: 136

Armor Class: -4

THAC0: -5 (blades), -2

BLOCK: 3 / 11

Attacks/Round: 4

Damage: 1d8 +9 x2 (moon blades of sharpness +3), 1d6 +6 (tail),

1d12 +6 (bite)

Alignment: Neutral evil

Size: 6'7

PLANE/WORLD: Repton

Special: Poison at -4

By far the deadliest and most feared of the snake men, save for KingHiss himself, Purple Death Adder is the right hand servant of King Hiss.

Death Adder is an awesome sight to behold, with dark purple scales anda red stripe running down his back, he stands 6'7 tall with a 12' longtail behind him. Like the king cobra, Death Adder also has a hood, andin each hand, carries a curved, moon shaped blade.


King Hiss

Strength: 18 (00%) +3 +6

Intelligence: 20

Wisdom: 20

Dexterity: 20 +4 +3

Constitution: 20 +5 +1

Charisma: 17 / -2

Class: Fighter / Cleric

Race: Yuan-ti

Level: 18 / 13

Hit Points: 139

Armor Class: -9

THAC0: -4 (rod) / 0

BLOCK: 3 / 12

Attacks/Round: 2 / 5

Damage: 1d8 +10 x2 (Rod of Serpent Rulership +4) / 1d4 +6 x4 (bite),1d12 +6 (bite)

Alignment: Neutral evil

Size: 5'9

PLANE/WORLD: Repton

Special: Serpent Shield +5, Horror check, poison at -3 x4 and -5 (final),spells

A thousand years ago, long before Hordak or Skeletor, King Hiss arrivedon the Dark Side of Eternia with an army of a thousand snake men and madehis fortress where now stands Snake Mountain. His armies attacked CastleGreyskull and tried to bring down the great Council of the Zodiakians.The god-like Zodiakians, angered by the intrusion of these alien snakemen on their planet, banished King Hiss and all his men into a horribleplace known as the White Void, an empty dimension of white space wherethere can be no death, only an eternity of suffering. Then, after a thousandyears and the death of all the council members but one, King Hiss returnedthrough a magic gate back to Eternia (he had not aged since time does notexist in the White Void) and prepared for his revenge. Until just recently,however, the origins of King Hiss and the snake men had been unknown. Itwas believed that they had come somewhere from Eternia and evolved as amagical anomaly. It is now known that the snake men came from a far offplanet called Repton.

King Hiss often appears in the form of a human. He need but 1 round,however, to shed his human skin to reveal his true form, man from waistdown, five snake heads from waist up, like that of a thessylahydra. Eachof these heads strikes with a different poison, requiring a successfulsaving throw vs. poison for each at -3. The largest head in the middle,however, the main head, strikes with the deadliest poison at -5 to save.If any one of these saving throws are failed, the result is instant death.

If encountered in his lair, King Hiss will be accompanied by his 9 yuan-tiguards, each of 9 HD with full points: Cottonmouth, Naga, Diamondback,Viper, Gaboon, Boa, Moccasin, Cora and Pytho.


Dragstor

Strength: 18 (38%) +1 +3

Intelligence: 11

Wisdom: 10

Dexterity: 20 +4 +3

Constitution: 15 +1

Charisma: 8

Class: Thief

Race: Mechan

Level: 13

Hit Points: 73

Armor Class: -4

THAC0: 13

BLOCK: 5 / 14

Attacks/Round: 1

Damage: 2d20 +3 (ram)

Alignment: Lawful evil

Size: 6'

PLANE/WORLD: Mechanus

Special: +2 weapon to hit, 50% magic resistance, immune to attack effects

The people of Mechanus work from the time they are children to the timethey die. They work everyday at the same job doing the same thing. They,in turn, are told what to do by their employer. The employers get theirorders from the company presidents, and the company presidents get theirorders from the supreme ruler of Mechanus, High Lord Mephistar IV.

Mephistar is a reclusive individual. All decisions made by him are finaland there are no questions asked. Everything that happens on Mechanus happensbecause Mephistar says it so. And though Mephistar advocates total, unthinkingdevotion to the cause of mass production, it is thought by some explorersthat Mephistar is really an emotional, feeling, and thinking being filledwith many ideas and passions. It is thought that Mephistar keeps a secretvault containing books of stories and poetry. It is rumored that he evendecorates his palace home with plants and live animals. If discovered ofthese unthinkable crimes, Mephistar would surely lose his rulership. Butno one on the planet has the authority to even question him, so what hesays is always believed. There is, however, a growing number of teenagecriminals who hide out in the sewers. They are currently being hunted downand executed for unspeakable crimes. They believe the rumors about Mephistarand aim to prove it to the world. But worst of all, these criminals havebeen accused of not working, of denying the value of mass production, thinking,loving, and wishing to return the nature back to this dead world.

Dragstor's armor consists of a wheel in his chest and a thruster onhis back. On smooth surfaces, he can roll on the ground and run over hisopponents, ramming them with his crash helmet inflicting 2d20 +3 pointsof damage. In this form, Dragstor moves at a movement rate of 100.


Smokar

Strength: 16 +1

Intelligence: 13

Wisdom: 10

Dexterity: 17 +3 +2

Constitution: 15 +1

Charisma: 11

Class: Fighter

Race: Mechan

Level: 17

Hit Points: 88

Armor Class: -3

THAC0: 4

BLOCK: 3 / 12

Attacks/Round: 2 / 1/3 special

Damage: 9d6 +1d8 +3 (crossbow +3)

Alignment: Lawful evil

Size: 5'8

PLANE/WORLD: Mechanus

Special: +2 weapon to hit, 50% magic resistance, Poison smoke (24d6+12)

All vegetation and other unintelligent species have been decimated fromthe planet entirely, except for a few remaining bugs which seem to havean extraordinary tolerance to environmental changes. But whatever happenedhere seems to have occurred gradually. For somehow, the humanoid civilizationhas not only lasted for a hundred years, but has flourished in population.The ability to survive such harsh chemical materials is evidence of theirincredible evolutionary adaptation. Still, however, most natives of Mechanusneed to wear masks when going outside and none ever go swimming in theocean. The planet of Mechanus has been in such bad condition for so long,that the inhabitants don't even seem to be aware of their horrible condition.Travelers to Mechanus, however, have described these inhabitants as beingemotionless, apathetic and uncaring of anything. Some even say that thepeople have become like machines, not even caring for their own lives orfreedoms. To the people of Mechanus, there is no word that means pleasure,relaxation, entertainment or even happiness. These concepts are foreignto them. No one on the planet has any ideas or any opinions on anything.In fact, the people of the planet have no names, but are called by number(Smokar was once known as 9826543 before he was renamed by Hordak). Eachindividual does only what he is told to do from his employer. The wholeof the society is dedicated to one thing, and that is the mass productionof technological materials. Thus, life on Mechanus thrives on trade. Planetsfrom all over the galaxy come to here to find the best new space crafts,laser weapons and robots. It is believed that without this trade, the entirerace of Mechanus would become extinct, for the resources needed to keeplife from extinction cannot be found anywhere on the planet.


Mantenna

Strength: 18 (80%) +2 +4

Intelligence: 16

Wisdom: 11

Dexterity: 10

Constitution: 20 +5 +1

Charisma: 3

Class: Fighter

Race: Mantenna

Level: 15

Hit Points: 119

Armor Class: 0

THAC0: 6

BLOCK: 4 / 13

Attacks/Round: 2 +special

Damage: 9d6 +1d8 +3 (crossbow +3)

Alignment: Lawful evil

Size: 6'1

PLANE/WORLD: Embliominimimi

Special: +2 weapon to hit, 50% magic resistance, Level drain (1d4)

The intelligent life forms of Embliominimimi are bizarre indeed. Knownas the mantenna, they live in tribal communities and communicate in suchhigh pitched sounds that they are too painful for most humanoids to listento and too awkward for humanoids to speak. Their huge eyes have developedin response to the darkness of the planet due to its distance from thesun, and are much more sensitive to light than any other known humanoid.Though they do not have fur, the mantenna do not mind the cold due to theirfatty blubber like skin. A mantennas main diet consists of large aquaticworms averaging 4-6 feet in length and half a foot in width. These wormsswim near the surface of the ice underwater. Mantenna, being masters ofice fishing, break through the ice and grab the worms, eating them wholewith one quick gulp and eating them alive.

The ruler of the mantenna lives in a huge ice palace built against acrystal mountain. Very little is known about this ruler or about the mantennagovernment, since all attempts at communication with the mantenna havebeen utterly futile. It is believed, however, that the hordata are theonly known race able to understand and speak the mantenna language.

There is an extinct species of life on Embliominimimi to be noted fortheir great size. Remnants of these gargantuan monsters can be found insidemountains in crystallized form or under the water frozen for millions ofyears. The mantenna tend to show great fear toward these monsters, almostas if they had the power to come alive and attack them.


Mosquitor

Strength: 15

Intelligence: 15

Wisdom: 13

Dexterity: 16 +2 +1

Constitution: 18 +4

Charisma: 5

Class: Fighter

Race: Mosquit

Level: 20

Hit Points: 127

Armor Class: -2

THAC0: 1

BLOCK: 3 / 11

Attacks/Round: 3

Damage: 9d6 x2 (gun), 1d4 +special (pincer)

Alignment: Lawful evil

Size: 5'8

PLANE/WORLD: Arachnia

Special: +2 weapon to hit, 50% magic resistance

-Swarm spell, Constitution drain (1d4)

-May cast any number of spells with the words, "insect" or"swarm," in it

-Possesses control over all (non-humanoid) insects, may communicatewith any insect

-Night vision, sight up to 100 yards


See Webstor for more details.

Leech

Strength: 21 +4 +9

Intelligence: 16

Wisdom: 13

Dexterity: 12

Constitution: 17 +3

Charisma: 8

Class: Fighter

Race: Parasite

Level: 19

Hit Points: 128

Armor Class: 0

THAC0: -2

BLOCK: 3 / 11

Attacks/Round: 3

Damage: 1d4 +9 +special x2 (sucker), 1d12 +9 +special (bite)

Alignment: Lawful evil

Size: 6'5

PLANE/WORLD: Parasite

Special: +2 weapon to hit, 50% magic resistance, Strength drain (1d4)

Long after, on Parasite, another intelligent life form evolved. Theselife forms grew from the swamps and were truly primitive and disgusting.They had no idea of the great empire of snake men that once inhabited theirplanet. These curious leech men, however, would evolve to the point ofbeing able to explore that planet and only wonder at the civilization whoseonly ruins remained.


Modulok

Strength: 11

Intelligence: 20 / 19

Wisdom: 15 / 5

Dexterity: 13

Constitution: 18 +4

Charisma: 7 / 3

Class: Psionicist, scientist

Race: Modulok

Level: 16

Hit Points: 121

Armor Class: 0

THAC0: 13

BLOCK: 4 / 13

Attacks/Round: 4

Damage: 9d6 x2 (gun), 1d4 x2 (punch)

Alignment: Lawful evil

Size: 5'2

PLANE/WORLD: Miaplacidus

Special: Immune to physical attacks, regeneration (1 hp), dead at -30hp, Duplication, 1600 psionics

Dr. Zbigniew's ultimate goal was to someday create a living organismthat could mutate itself into any form, that could regenerate any lostlimb, and that could duplicate itself by regenerating severed tissue. Afterhours of study, the gloopy protoplasm that Zbigniew had been working onturned into the exact living thing he had been thinking of. The creaturehad all the traits of his so called "ultimate evolutionary species"and he was overwhelmed with joy. Little did he realize, however, that thespecies he had been dreaming of was not a creation of his, but an actualinhabitant of the planet. The organic protoplasm itself was alive and unlikeany other race in the universe. Unfortunately, these beings known as Modulok,were intelligent and were used to taking the forms imagined by visitingscientists. When encountering Zbigniew, the Modulok took a liking to histwisted mind, and liked the form in which Zbigniew had dreamed for them.Thus, the collective minds of the Modulok dreamed of Zbigniew as a giganticbrain, merging his mind with their own. The Modulok then used his mindto preserve their new semi-humanoid form and used his intelligence to gaintechnology for space travel. In space, the Modulok duplicated until billionsupon billions of Modulok populated the universe. Those Modulok not on theplanet of Miaplacidus, however, were unable to take new forms. They could,however, regenerate lost limbs, alter their body composition, and duplicatevia severed tissue.

Though the Modulok are great in number, it is believed that in reality,there is only one single consciousness among them. That may partly explaintheir unique language, which only consists of one word, "Modulok",spoken in different tones for different meanings. In fact, every Modulokis named, Modulok.


Multibot

Strength: 24 +6 +12

Intelligence: 20

Wisdom: 1

Dexterity: 20 +4 +3

Constitution: 17 +3

Charisma: 8

Class: Fighter

Race: Machine

Level: 17

Hit Points: 96

Armor Class: -11

THAC0: 4 (gun), -2

BLOCK: 3 / 12

Attacks/Round: 4

Damage: 9d6 x2 (gun), 1d4 +12 x2 (punch)

Alignment: Lawful evil

Size: 5'2

PLANE/WORLD: Etheria

Special: Immune to poison, gas, cold, organically harmful acid, attackeffects, fear, mind spells and petrification, night vision

Multibot is the exact, mechanical duplicate of Modulok, with two heads,four arms and six legs. In two of these arms, Multibot holds a laser gun,the other two it uses to punch its opponents with its incredible, bionicstrength of 24. Because Multibot's limbs are interchangeable, they caneasily be severed if more than 8 hit points of damage is taken from eachlimb. Multibot can still operate with one head, but if both heads are lost,Multibot becomes inoperable. Thus, it is possible to defeat Multibot andhave it lose no more than 16 hit points. To determine which limbs are hit,however, DM should roll a 1d12 and refer to the list below:

1. leg, left 2. leg, left 3. leg, left 4. leg, right 5. leg, right 6.leg, right 7. arm, left 8. arm, left 9. arm, right 10. arm, right 11. head,left 12. head, right

One of the reasons that Modulok created Multibot is that, if Modulokis ever in a state of regeneration where most of his body has been destroyed,he can opt to merge with the body of Multibot and use it to move him around,until his organic body can be fully grown. In some instances, Modulok andMultibot have been known to merge into one gigantic creature, both bionicand organic. In this case, the attributes of both monsters are taken intoconsideration, but neither die until both are destroyed.


Grizzlor

Strength: 25 +7 +14

Intelligence: 3

Wisdom: 6

Dexterity: 19 +4 +3

Constitution: 25 +7 +4

Charisma: 9

Class: Fighter

Race: Grizzlor

Level: 28

Hit Points: 192

Armor Class: -12

THAC0: -6

BLOCK: 3 / 7

Attacks/Round: 3

Damage: 1d8 +14 x2 (bone), 1d12 +14 (bite)

Alignment: Chaotic evil

Size: 9'11

PLANE/WORLD: Etheria

Special: +3 weapon to hit, 100% magic resistance, immune to all elements,spells and psionics, regeneration (5 hp), dead at -20, kills on 'to hit'roll 20

The very rare, grizzlors, are thought to have evolved from the beastmen. The grizzlors, however, have little to almost animal intelligenceand strength and endurance almost a hundred times greater than that ofthe beast men. It is thought that the extreme scarcity of the beast men,when brought on Etheria, forced them to hunt alone rather than in packsand forced them to develop superior fighting skills. Furthermore, commonaccess to dragon meat enabled the beast men to grow bigger and stronger.The beast men started off by eating the dragon's eggs, then the dragon'sbabies, children, and finally, attacking the dragon itself. Colder temperatureson Etheria may also have contributed to their growth and increase in fur.Lack of communication between the few grizzlors is thought to have impairedthe development and evolution of their intellect.

It is believed that Grizzlor was biologically engineered by Modulok,from the DNA of the most powerful creatures in all the universe, to ensurehis dominance in the DarkWorld Games.


Hordak

Strength: 18 (89%) +2 +4

Intelligence: 21

Wisdom: 17

Dexterity: 17 +3 +2

Constitution: 19 +5 +1

Charisma: 10

Class: Fighter / Mage

Race: Hordata

Level: 20 / 27

Hit Points: 222

Armor Class: -11

THAC0: 1 (crossbow) / -6 (sword)

BLOCK: 3 / 11

Attacks/Round: 2

Damage: 9d6 +1d8 +3 (crossbow +3), 18d6 (spell) / 1d10 +9 x2 (sword+5) /

1d10 +9, 18d6

Alignment: Lawful evil

Size: 5'9

PLANE/WORLD: Etheria

Special: +3 weapon to hit, 50% magic resistance, Bat Shield +5, spells

Hordak, Emperor of the Horde Empire, Ruler of Etheria and Master ofHorde Prime, was accused of being a traitor by both the Tanar'ri and theBaatezu when Slayer, the demon pit fiend, and Balor, the demon Tanar'ri,discovered that Hordak had been secretly aiding both sides of the BloodWar in order to support his wars against the Eternian Royal Guard, thearmies of King Hiss and Skeletor. At that time, both Slayer, Balor andMarilith broke off their alliance to the Horde and sought out to destroyHordak. However, Hordak and Modulok, his devoted right hand minion, hadbeen working on a new spell that incorporated all the deadliest energiesof the black sciences, black magic and psionics. This combined energy cametogether in a new weapon designed by the Horde known as the Ultimate LawMachine. Eternian spies have reported that the Ultimate Law Machine hasthe power to isolate a certain volume of space and make the laws of physicsin that space obsolete. Hordak decided to test this machine when the Tanar'riand the Baatezu came looking for him. Unbelievable testimony verified thatboth Slayer and Balor were simply "willed out of existence."Eternian scientist would later try to explain that the weak and strongnuclear force around the space occupied by Slayer and Balor was temporarilysuspended causing the electrons and neutrons holding them together to flyapart and, ultimately, cause their annihilation. Marilith, the arch-demonTanar'ri, gated back to the Abyss to get reinforcements. She was sidedby her children, the crossbreed mutants between Tanar'ri and Horde memberthat she fostered in order to seal the alliance between the Horde and theTanar'ri: Bloodaxe, Dormmamu and Abomination. Only Caliban, son of Hordakand Marilith, sided with his father and the Horde. But before Marilithcould return with reinforcements, all of her children, save for Caliban,were willed out of existence. And somehow, the gate between Etheria, theAbyss and Baator, was permanently sealed, so that no Tanar'ri or Baatezucould return to seek revenge against Hordak. How, exactly, Hordak foundthe power to do this is still yet a mystery. But there is more.

With this new found power, Hordak declared himself Emperor of the KnownUniverse and threatened that any who dared to oppose him would suffer thesame fate as Slayer, Balor, and the sons of Marilith. There was mixed reactionto this proclamation. The Eternian Royal Guard was prepared to fight. Skeletorwas afraid yet claimed his outrage. King Hiss remained reclusive. And,even more strangely, the Dark Eight of the planet Freeda, disappeared.Not only did the god Chaos and his seven demon minions disappear, the wholeplanet disappeared! Had Hordak actually caused the whole planet to vanish?Or had the Dark Eight taken leave on their own power? And If Hordak hadcaused the Dark Eight's disappearance, how could he have defeated Chaos?Surely, Hordak's new weapon could not destroy a god, could it? To thisremains a mystery. What is known, however, is that Hordak proved his powerby causing the deaths of half the known champions of all the races of Eternia.On the very next day, over 20 races had lost one or more of their greatestchampions. Among those who died were allies of Skeletor, the Eternian RoyalGuard and King Hiss.

Now, Hordak was taken seriously and none dared to oppose him. The onlyquestion, why hadn't the gods Zodak or Skullgrin intervened to stop him?Did they fear his power also? King Adam Namier Randor didn't think so.He believed a higher power was working behind the crown of the newly selfanointed Emperor. These suspicions were supported when a new planet wasdiscovered orbiting the Eternian sun. Eternian astronomers went crazy uponits discovery. It could not be believed but it was true. Some newly formedplanet was now orbiting the sun between Etheria and where Freeda used tobe. Then, on that same day, Hordak declared that the new planet would bethe base of operations for all Horde activities. And so did the seat ofpower in the universe reside upon that throne of that new planet named,DarkWorld, where the minions of the Horde grew in power and scattered allthroughout the universe, forcing all those who fell under their shadowto pay tribute to the Horde.

Three years later, a convoy ship on its way to DarkWorld, secretly harboringtroops of the New Alliance, a loosely organized band of rebels from variousworlds, disappeared before it could reach the planet's atmosphere. It wasapparent that Hordak had learned of their foul plot to assassinate him.

In the meantime, the last remains of the Eternian Royal Guard waited.The ex-King Randor, now re-known as He-Man, waited for his opportunityto take revenge for the death of his wife. But all seemed hopeless. Noone was able to get close enough, even to the planet surface, to kill Hordak.

Then, one day, Hordak became terribly bored of being Emperor. His armieshad conquered so many planets he could not even count them all. He neededsome excitement, but did not know where to find it. The entertainment onDarkWorld was limited and did not amuse him. Hordak was tired of watchingexecutions and the torturing of prisoners, and tired of performing strangebiological experiments on his many thousands of concubines. Furthermore,his top henchmen were becoming restless. And so, Hordak created the DarkWorldGames.

A huge arena was built, and all were invited to DarkWorld to competein the games. Rogue fighters came from all over DarkWorld and beyond. Butthey were quickly done away with by Hordak's own henchmen who participatedin the games. And so, Hordak sent out his scouts to find the greatest warriorsfrom every known race in the universe, and invited them to come to theDarkWorld Games to test their might. The fighters were picked and pairedoff randomly. Some fights were in groups, others were one-on-one, and allof them were to the death. It was a no holds barred competition with hand-to-handcombat, wrestling, and weapon use. Even laser guns were accepted. And asan added bonus, Hordak declared that whoever was left standing at the endof the DarkWorld Games would be rewarded with anything he wished for. Thisattracted thousands of contestants, and they all fought till the end. Aftermonths of fighting, the last warrior standing met Grizzlor, Hordak's personalchampion and body guard. The warrior was torn into tiny pieces and eaten.Grizzlor was the reining champion of the DarkWorld Games and so did heremain, destroying each and every opponent pit against him. Since Grizzlorwas an almost mindless beast created by Hordak, Hordak needn't give himany reward. Offering Grizzlor the chance to tear up living flesh was rewardenough for him. And, since Hordak's champion has never lost a single battle,no one has ever won the wish reward. For a thousand years. . .he has neverbeen defeated.


Skullgrin

Strength: 17 +1 +1

Intelligence: 25

Wisdom: 25

Dexterity: 15 +1

Constitution: 24 +2 +3

Charisma: 25

Class: Mage / Cleric

Race: Greater god

Level: 30 / 30

Hit Points: 400

Armor Class: -15

THAC0: 1

BLOCK: 1

Attacks/Round: 1

Damage: 1-100 +disintegration

Alignment: Neutral

Size: Any

PLANE/WORLD: N/A

Special: +5 weapon to hit, 120% magic resistance, save vs. disintegrationat -6, spells

The mysterious being, simply known as, Skullgrin, first made his existenceknown by plucking Skeletor and Hordak from their planets and teleportingthem to Freeda. When they materialized before him, he declared himselftheir new master. Outraged at this mockery, Skeletor and Hordak attackedhim, only to find their magic weapons turn to dust in their hands. It wasthen that Skullgrin grew to the size of a gargantuan humanoid and pickingthem up in his hand, re-declared his statement. After that, there was noargument from either Skeletor or Hordak. They came to the realization thatthey were dealing with a god. Several years later, Skullgrin sought toenter Greyskull, so as to truly become the Master of the Universe. In amajor battle, Skullgrin fought with Zodak and won. It was then that He-Manwas sent on his final quest to enter the Dark Temple, the abode of Skullgrin,and destroy him. In his most incredible mission, He-Man was yet again triumphant,but only at the cost of his own life (though later found and resurrectedby Zodak). But this did not stop Skullgrin for long, for the god returnedto imprison Zodak and He-Man in the White Void and in the guise of Zodak,fooled the Eternian Royal Guard into giving him both halves of the Swordof Power, enabling him to enter Castle Greyskull. Before entering the StarChamber, however, Zodak and He-Man escaped from the White Void and joinedwith Icarus and others to stop him. Unfortunately, their mission failed,and Skullgrin possessed all the power of the universe, for awhile. ForSkullgrin decided that he did not want such power, returned the power tothe Star Chamber and changed his alignment to neutral. Still, he is worshippedas evil and remains enemies with Zodak. Though Skullgrin can appear inany form, he often looks like a humanoid being with the skull of a human,the eye sockets full of stars, and the horns of a ram.


DaemonKnight

Strength: 23 +5 +11

Intelligence: 21

Wisdom: 24

Dexterity: 24 +6 +5

Constitution: 23 +6 +3

Charisma: 0

Class: Fighter

Race: Krill

Level: 24

Hit Points: 161

Armor Class: -10

THAC0: -4 / 1 (acid spit)

BLOCK: 3 / 9

Attacks/Round: 4

Damage: 1d4 +11 x2 (fist/claw), 1d8 +11 +special (bite) or 2d20 +11(ball) or special, paralyzation (1d4 rounds) save at -2

Alignment: Chaotic evil

Size: 5'

PLANE/WORLD: DarkWorld

Special: [Diseased bite (limb rot), Acid spit (corrodes metal), Layegg

(10d4 rounds)] all save at -3

The natives of DarkWorld may be the semi-humanoid aliens known as thekrill, who commonly appear out of nowhere on the planet's surface and donot seem to be bothered by the planet's harsh temperatures and atmosphericpressure. Furthermore, no krill ship has ever been seen docking at theDarkWorld Arena, nor have mages detected the presence of magical portalsor the residue of a teleportation spell. If the krill do live on DarkWorld,they most likely dwell deep beneath the surface in caves. The krill havefour eyes that glow orange in the dark, and though they have many eyes,their eyes are small and their vision limited. The only other evidenceindicating that the krill live in caves beneath DarkWorld, is a censoredradio transmission sent to the Horde base by one of the Horde's miningteams. Apparently, a Horde miner came screaming out of the cave, half alivewith bloodied armor. The armor had deep gashes in it and the metal wascorroded as if subjected to acid. The miner could not explain what hadhappened. He said that it was too dark to see, but that he could faintlymake out four, tiny, glowing lights.


Slayer

Strength: 25 +7 +14

Intelligence: 23

Wisdom: 23

Dexterity: 25 +6 +5

Constitution: 21 +6 +2

Charisma: 23

Class: Fighter / Mage

Race: Archdemon

Level: 29 / 19

Hit Points: 166

Armor Class: -11

THAC0: -6

BLOCK: 3 / 6

Attacks/Round: 5

Damage: 1d4 +14 x2 (slap), 1d6 +14 x2 (wing), 2d6 +14 (horns)

Alignment: Lawful evil

Size: 9'

PLANE/WORLD: Baator

Special: +3 weapon to hit, 50% magic resistance, immune to fire, cold,poison and gas

-Regeneration (2 hp)

-Hell fire, Raise Hell, spells

-Fear at -3 vs. rod (see Pit Fiend)

-Can summon 1d4 pit fiends, 1d4 cornugons, and 1d8 gelugons in 1 roundeach once per day

The second known secret character among the DarkWorld combatants, Slayeris an arch-demon pit fiend of incredible power on a mission to destroyHordak for the Baatezu. As all Baatezu, Slayer is from the plane of Baator,otherwise known as the Nine Hells. He can fight as the greatest fighterwielding tremendous titan strength or cast spells with his superior (beyondhuman) intellect. Slayer also possesses the natural powers and immunitiesgranted to the all-feared pit fiend, but as a being of unique and superiorstature, possesses special abilities even beyond that of his race.


Void

Strength: 24 +6 +12

Intelligence: 20

Wisdom: 1

Dexterity: 24 +6 +5

Constitution: Special

Charisma: 8

Class: Fighter

Race: Machine

Level: 16

Hit Points: 70

Armor Class: -16

THAC0: -1

BLOCK: 4 / 13

Attacks/Round: 2

Damage: 1d8 +12 (blades)

Alignment: Lawful evil

Size: 6'

PLANE/WORLD: DarkWorld

Special: Immune to poison, gas, cold, organically harmful acid, attackeffects, fear, mind spells and petrification, flight at 391 tmph, nightvision

Appearing as a sleek, chrome skinned human female with an organic face,Void is the most highly advanced robot of Hordak's new inventor, TriggerHappy. Void is a cold, heartless machine bent on the destruction of anythingher master, Hordak, so wills, and is often used as an assassin to carryout the deaths of those "undesirable" to the Horde Empire.

When in combat, Void has the ability to shape her hands into lethalweapons, most often, blades doing 1d8 points of damage. But she may alsoshape her hands into a mace, or any other weapon made of metal. Void'sadvantages over other robots include her natural ability to fly at incrediblespeed. Her speed is such in that she is capable of interstellar travel,moving up to 391 tmph (trillion miles per hour). But usually at these speeds,Void assumes the form of a chrome sphere. It is possible that when travelingthis fast, Void can ram an opponent in sphere form like a giant bulletcausing instant death (save vs. death to negate), but she is unable tobuild up enough speed to use such an attack during hand-to-hand combat.Void's main advantage, however, is that her body is made up of a form ofliquid metal which at one instant, can become hard as steel, and the next,become as intangible as a liquid. It is for this reason that Void is immuneto all form of attack aimed at her body, and with her great dexterity,boasts an incredible -16 AC. Void's brain, however, cannot be made of liquidmetal, thus it is housed behind her face, the only part of her that isnot invulnerable. Void's face also houses her two "special" eyes.The left eye works also as a camera, recording any images Void sees andsends them back to DarkWorld to Hordak's throne room. The right eye worksas a holographic projector, projecting life size images with messages tothose in whom Hordak wishes to inform.


Voodoo

Strength: 11

Intelligence: 19

Wisdom: 19

Dexterity: 23 +5 +4

Constitution: 14

Charisma: 21

Class: Martial artist (sword master, karate master) / Psionicist

Race: Gallese

Level: 20

Hit Points: 90

Armor Class: 0

THAC0: -4

BLOCK: 3 / 11

Attacks/Round: 6 / 6 / 1

Damage: 1d8 +5 "Crystal Saber" (sword +5) / 1d4 (limb) / special

Alignment: Chaotic good

Size: 6'

PLANE/WORLD: Gall

Special: Fire shield +5, life force drain, triple combo, 2100 psionics

A woman of unknown origin, Voodoo appeared one day before King AdamNamier Randor demanding to be part of the Royal Eternian Guard. And forsome unknown reason, her request was granted. But during the ceremony,the Horde sent an army to attack. It was then that Voodoo proved her might,fending off the Horde single handendly, sending them back to DarkWorld.For the next several years, Voodoo appeared on every planet the Horde wasto invade, saving the planet by killing the invasion force general and,what's more, angering the Emperor by mailing the general's remains to him.It was then that a wish reward was offered to any who could bring backher head. But Voodoo remains elusive, a rebel and a fugitive.

In combat, Voodoo carries a fire shield, which gives her the optionof blocking any fireball, lightning bolt, or laser, as if it were any otherattack, and on a block roll of 18, 19 or 20, actually reflects the energyback to the attacker. Voodoo can fight with any combination of limb attacksand or sword attacks, six times per round. Furthermore, her sword, CrystalSaber, has the power to drain the life force (hit points) of her opponentand give that life force to her. In other words, every time Voodoo hitssomeone with Crystal Saber, the hit points her opponent loses are hit pointsshe receives. Secondly, Voodoo can make 3 attacks per round from the MartialArts table instead of one. And third, Voodoo can attack using her natural,psionic abilities.

Voodoo is a woman of impeccable beauty, with long, wavy black hair andblue eyes. She wears a skin tight, purple and yellow body suit and a purplebandanna. Voodoo is a stern woman, however, never smiling, never revealingher inner thoughts or feelings; she appears driven by some strange fatethat none can understand.


Nosferatu

Strength: 19 +3 +7

Intelligence: 18

Wisdom: 18

Dexterity: 22 +5 +4

Constitution: 18 +4

Charisma: 18

Class: Fighter

Race: Vampire

Level: 20

Hit Points: 121

Armor Class: -4

THAC0: -2 / -7 (with halberd)

BLOCK: 3 / 11

Attacks/Round: 3 / 1

Damage: 2d6 +7 +energy drain x2 (claws), 1d6 +7 +curse (bite)

/ 2d12 +12 (halberd +5)

Alignment: Lawful evil

Size: 6'-11'

PLANE/WORLD: Necropolis

Special: +4 weapon to hit (no strength +), immune to all and attackeffects -Regeneration (3 hp), fear paralysis (save at -5)

-Energy drain, curse (save vs. poison at -3), flight at 18, morphing

-Charm person at -4, assume gaseous form, summon 1d4 vampires once perday

A 500+ year old vampire from Necropolis acting as guardian and servantof Richter Kane, Nosferatu's coffin dwells in the Xanadu Mansion. He usuallywill not attack visitors, however, but invite them in as guests. First,he appears as a man with a black cloak and pointed beard. If he is attacked,however, he will suffer no injury, but the wounds made by his attackerwill appear to break his outer flesh revealing a gray skinned, bat likecreature with long, matted hair, and enormous claws underneath.

All other attacks but by a +4 weapon pass right through him as if hewere not there. He cannot be turned and can even walk in day light. Incombat, Nosferatu attacks twice with his claws, draining 2 levels withevery hit, and on a 'to hit' roll of 18-20, pulls out his victim's heart.Those bitten falling under his curse become vampires in the very next roundand slaves to his every command. Nosferatu also fights with a huge halberd+5, that on a roll of 18-20, becomes entangled in the flesh of his victimcausing an addition 2d12 +5 points of damage to pull free, and if thisattack is blocked, the victim's weapon is wrenched from his hands.

Nosferatu can appear in the form of 12 large bats, a pack of wolves,rats, or even cockroaches. He is also the head vampire of four other femalevampires. When reduced to 0 hit points, he nor his vampires die, but returnto their coffins to rest. To kill him or his mistresses, both he and hiscoffin must be burned to ashes as he is sleeping.


T. Happy

Strength: 12

Intelligence: 22

Wisdom: 15

Dexterity: 5 -2 -1

Constitution: 8

Charisma: 4

Class: Inventor, scientist

Race: Dwarf

Level: 1 HD

Hit Points: 3

Armor Class: 12

THAC0: 20

BLOCK: Can't

Attacks/Round: 6 (front assault) / 2 (air defense)

Damage: 54d6, 15d6, 18d6 (lasers), 1d20d6 (gatling gun), 1-100 (missile),1-100/2 (mini-heat seeking missile) / 1-100 (missile), 9d6 (laser)

Alignment: Lawful evil

Size: 3'5

PLANE/WORLD: DarkWorld

Special: Nil

The very antithesis of Gwildor, Trigger Happy is a bloated, baldingmidget that not only is repulsive to look at, but has an obnoxious personalityas well. He is vain, cowardly, selfish, cruel, and has no understandingof the word virtue. When T. Happy was young, he was picked on at schooland laughed at by his teachers. Then, one day, he decided to take his revengeby blowing up the school, killing everyone inside. T. Happy soon foundthat nothing gave him more pleasure than to cause others pain. And so,he used his intellect and his hatred of others to fuel his passion fordestruction by building bigger and better bombs and guns. Soon, he wasblowing up homes, schools, and churches on holy days. Any who tried tostop him, simply got gunned down by his home defense system. When learningof these events, the Emperor asked Trigger if he would work for the Horde.In exchange, Hordak would give him all the power he needed to cause REALdestruction. And so, T. Happy agreed and joined the Horde.

T. Happy will always run from combat, sending one of his machines tofight for him. If forced into it, however, Trigger is prepared. Believingraw firepower can make up for his weakness and absence of skill, T. Happywears 11 lasers, 3 missile launchers, and 1 gatling gun. This array ofweaponry can be used for a frontal assault or for air defense. For thefrontal, 6 lasers sit on his right shoulder, doing 54d6, and 3 smallerlasers sit on his left shoulder, doing 15d6. On his far left shoulder isanother pair of lasers, doing 18d6, a gatling gun shooting from 1-20 bulletsdoing 1d6 each, a missile launcher doing 1-100, and a smaller heat seekingmissile doing 1-100/2. For overhead, a missile launcher sits on his leftshoulder doing 1-100, and one laser that does 9d6. All together, T. Happycan do an average of 366 points of damage with his frontal assault, and77 with his air defense. Even still, T. Happy has terrible aim.


Urthquake

Strength: Special

Intelligence: 4

Wisdom: 5

Dexterity: 22 +5 +4

Constitution: Special

Charisma: 3

Class: Wrestler

Race: Intermediate demon

Level: 30 HD

Hit Points: 240

Armor Class: -4

THAC0: -6

BLOCK: 6

Attacks/Round: 1

Damage: Wrestling (see below) / 1-100 (see below)

Alignment: Chaotic evil

Size: 9'-50'

PLANE/WORLD: Abyss

Special: Immune to blood loss, changes height between 9 and 50 feettall

Summoned from the depths of the Abyss to challenge the DarkWorld champion,Urthquake was offered Skeletor to seal the alliance between his army andthe demonic minions of Slayer. But after the fall of the DarkWorld Empireand the destruction of the DarkWorld Arena at the hands of Voodoo, Skeletorreturned to Eternia using this new henchman to deal with his other allies.

Urthquake has a unique special ability in that he can change size ranginganywhere between 9' and 50' tall at will. Once grown to 50', he is immuneto all damage save for attacks directed upon his head. This ability isdue to a special fluid, delivered by two plastic tubes that run throughhis body when he wishes to enlarge, acting as the magic potion by the samename. Severing these tubes with a sharp edged weapon of +1 enchantmentor better can disable him of this power, shrinking him to normal size.Once he is in gargantuan form, however, these tubes hang 20' high, makingthem difficult to reach. In gargantuan form, Urthquake needs but step onhis opponents causing 1-100 points of damage. He can also swat for 5d6+14 or grab and squeeze for 4d10 per round. At nine feet, he will alwayswrestle his opponents with his 25 strength, using this special wrestlingtable below on a roll of 1d8:

1. Head butt (2d6 +14 points of damage with horns)

2. Head lock (3d6 +51; stabs 3 times with +3 claw while holding withother arm)

3. Bear hug (1d20 +14)

4. Triple body slam (3d6 +42; slams 3 times while stunning for 1 round)

5. Lift+Punch (1d6 +14; knocks back 3-30 feet)

6. Jump+Land (1-100; jumps 20 feet in the air landing on and pinningopponent)

7. Iron claw (defender must break free in 3 rounds or have skull crushedlike an egg)

8. Neck breaker (defender must break free in 1 round or have neck brokenand die)


Hecate

Strength: 12

Intelligence: 19

Wisdom: 21

Dexterity: 15 +1

Constitution: 16 +2

Charisma: 23

Class: Cleric

Race: Archdemon

Level: 21

Hit Points: 72

Armor Class: 1

THAC0: 5

BLOCK: 3 / 10

Attacks/Round: 1

Damage: 1d8 +3 "Widow Maker" (short sword of wounding +3)

Alignment: Lawful evil

Size: 6'4

PLANE/WORLD: Baator

Special: +3 weapon to hit, 50% MR, immune to all, flight at 21, seebelow

Rumored to be the daughter of the Lord of the Ninth himself, Hecate,Queen of Darkness, presides lord over the 5th layer of Hell. She sits upona throne of skulls in a tower of bones where her demonic harlot minions,the erinyes, torture the souls of men having succumbed to the temptationsof the flesh. Hecate is said to take pleasure in their sufferings. Secretlyraising an army of demons to rise from the pits of Hell to the P.M.P. withthe help of Skeletor or Hordak to whom, it is said, she is a mistress.

Hecate will never engage combat unless pressed. Rather, she will tryto seduce her foes with her natural charm and beauty. All heterosexualmales gazing upon Hecate must save vs. spell at -3 or see her as the "girlof their dreams" falling madly in love. One kiss from the blood stainedlips of the demoness on the lips of a love-struck male will cause him toshrivel up like a raisin and fall a rotten corpse. There is, however, avery slim chance that she will decide to keep him as a lover, a percentagedetermined by 2x the Charisma of the charmed. It is said that Hecate turnsthese love slaves into pets: worms, rats, bats, when she is not in needof their "services." One sinister bat that she keeps by her side,Satan, with 36 hp, will always fight to protect her. Hecate can also summon1d4 of any greater baatezu, 1d8 lesser, or 1d20 erinyes once per day. Butshe is not without her own defenses. Besides her array of spells, Hecatefights with Widow Maker, a sword that causes bleeding wounds anywhere itcuts, and from each wound made, does the victim lose 1 point of CON. Secondly,Hecate can fire a web of barbed wire from the tips of her finger nails.On any successful 'to hit' roll, these wires wrap around her victim's throatsstrangling them to death in 3 rounds unless they can cut themselves free.Pulling the wires only makes them tighter and cut deeper into the skin.Her 3rd method of attack is a loud, wailing laugh. All those within 60'hearing her laugh must save vs. spell at -3. Those failing by 1 simplybecome deaf, those by 2 become permanently insane, and those by 3 or morerelive their worst experience, suffering all the effects of that experience.


Princess Palutina

Strength: 12

Intelligence: 12

Wisdom: 18

Dexterity: 12

Constitution: 12

Charisma: 18

Class: Cleric

Race: Palutinian

Level: 20

Hit Points: 69

Armor Class: 10

THAC0: 8

BLOCK: 3 / 11

Attacks/Round: 1

Damage: By spell

Alignment: Lawful good

Size: 5'11

PLANE/WORLD: Kingdom of Palutina

Special: Diamondskin

Princess Palutina is the supreme ruler of the Kingdom of Palutina, abeautiful, medieval planet with rolling hills and lush forests. She livesin the topmost tower of a great blue and white palace surrounded by a lakecrossed by a golden bridge, constantly guarded by the Twelve Knights Dragonslayers,9th level paladins all with ornate full plate armor and armed with greattwo handed swords. Palutina herself is a beautiful, richly dressed womanof long blonde hair and bluest eyes. She often wears golden bracelets andknee-high boots and a white suit with the symbol of a star. In the centerof that star is a fist-sized diamond. Many perceive this diamond to beof mere decorative value, but in truth, the diamond of Princess Palutinais a magic item of great protection. Given to her long ago by a dying priest,this diamond had the power of casting a unique spell known as, diamondskin,which for 14 rounds makes the bearer of the diamond's skin as hard as diamond,but unlike the similar spell, stoneskin, not only makes the bearer immuneto physical damage, but to elemental and spell damage as well. At the endof these 14 rounds, however, the diamond crumbles into worthless glass,thus, such a diamond may only be used once. It is rumored that many yearsago, Princess Palutina gave her diamond to a party of visiting adventurerswho had come from another world seeking aid in escaping the Horde/DarkWorldEmpire. Apparently, one of these adventurers was a young girl about fiveyears old. This girl was the object of the Horde's interest. And accordingto one survivor of the great earthquake of DarkWorld that split the DarkWorldArena apart, in the last battle between Voodoo and the almighty EmperorHordak, Voodoo was seen removing a large diamond from her belt that, "glowedlike magic." It is thought that without this magic item, Voodoo wouldhave had no chance at defeating the Emperor and becoming DarkWorld Champion,which she became.


Ninjor

Strength: 17 +1 +1

Intelligence: 11

Wisdom: 12

Dexterity: 24 +6 +5

Constitution: 18 +4

Charisma: 10

Class: Ninja

Race: New Earthian

Level: 17

Hit Points: 58

Armor Class: -12

THAC0: 2

BLOCK: 3 / 12

Attacks/Round: 6 / 2 / 1 / 1d20

Damage: 1d8 +2 x3 (sword of sharpness +1), 1d6 +2 x3 (nunchuka +1) /

1d6 x2 (arrows of slaying) / 1d4 +poison (blow dart gun) / 1d4 (shuriken)

Alignment: Chaotic evil

Size: 5'5

PLANE/WORLD: New Earth

Special: Mirror image, casts teleport without error 3 times per day


For more information, see Jitsu.

Caliban

Strength: 24 +6 +12

Intelligence: 10

Wisdom: 7

Dexterity: 23 +5 +4

Constitution: 22 +6 +2

Charisma: 8

Class: Fighter

Race: Fremen

Level: 15

Hit Points: 141

Armor Class: -6

THAC0: -2

BLOCK: 4 / 13

Attacks/Round: 2

Damage: 1d6 +14 (crowbar +2)

Alignment: Lawful evil

Size: 6'4

PLANE/WORLD: Arrakis (Dune)

Special: +2 weapon to hit, 50% magic resistance

Fremen history is both long and great. The people of Arrakis came froma far off star system by a monopolizing star ship organization known asthe Guild. They came in a great Guild freighter and lived secluded fromthe universe for many centuries, learning the ways of desert travel andharvesting all the moisture they could find. Water became so precious,in fact, to the Fremen people, that they commonly used it as a source ofcurrency, wore it as jewelry, and considered it sacred in religious rituals.

Caliban wears the Bat Symbol of the Horde, a most prized and soughtafter magical armor. This is a symbol that strikes fear into the heartsof all people under the rule of the Horde Empire. Most members of the Hordewear this symbol on their chest. Not only is it a symbol of their authority,but it is a magical shield created by Hordak himself so as to make hishighest generals seem invulnerable. The wearer of this symbol becomes immuneto all weapons under +2 enchantment and 50% immune to all laser weaponsand magical attacks. Note that the Bat Symbol of the Horde is cursed toall creatures of good alignment, and if worn, will not give them any immunity,but rather, squeeze the life out of them in 1d12 rounds. Only a strengthof 22 or greater, a remove curse spell, or a sharp edged weapon of +2 enchantment,can remove this garment before squeezing a good aligned creature to death.


Amazon

Strength: 19 +3 +7

Intelligence: 16

Wisdom: 14

Dexterity: 22 +5 +4

Constitution: 18 +4

Charisma: 24*

Class: Martial artist (karate master)

Race: Amazon, nymph

Level: 20

Hit Points: 124

Armor Class: 5

THAC0: -2

BLOCK: 3 / 11

Attacks/Round: 6

Damage: 1d4 +7 x5 (punch x2, kick x2, head-butt), martial arts (seebelow)

Alignment: Neutral

Size: 6'2

PLANE/WORLD: Eternia

Special: Move in silence 95%, hide in shadows 95%, see below

A race of elusive women once thought myth, amazons live deep in tropicalrain forests. They are great hunters and warriors, well-skilled in theuse of the bow, spear, and in hand-to-hand combat. In fact, amazons havea unique form of martial arts. Amazons have a great hate for men and willattack a man on sight. If one should wander near an amazon forest, theamazons are quick to detect it, hiding in shadows, high up in trees (theyare great tree climbers), moving in total silence until. . .they gather,spring a trap or an ambush, and he is never heard again. It is for thisreason that amazons have been thought a myth for so long. On occasion,an amazon will venture out of her forest to find a man, for it is saidthat the libido of a female amazon is far greater than even that of a teenageboy. These men are coerced into sex or raped if they resist. When the intercourseends the amazon disappears back into the forest and any offspring bornof their union are either raised amazon, if female, or left at the nearestvillage, if male. Because only female amazons are born green, it is impossibleto tell a male amazon from a human, except that male amazons are weak anddocile for their sex. Amazons appear as athletic women with green skin,either with shaved heads or mohawks, wearing little to almost no clothing.Though nearly nudists, amazons are very shy and will become enraged ifspied upon by any man. Amazon is a large, robust woman with a blonde mohawk,having inherited her goddess-like beauty from her mother, a nymph. *Amazonis so beautiful, in fact, that all straight males looking upon her clothedmust save vs. spell at +1 or become blind, or if nude, die. When this nymph,unknowingly having made love to an amazon male, gave birth to a green babygirl (a very rare occurrence), she knew where to take her. At first, thewomen were skeptical, but Amazon's superior fighting skill won them over,and she became their queen. Preferring to fight with her body, Amazon usesno weapons in combat. Such is her skill that she can make 6 attacks perround: striking with all fours, hands and feet, her head, and lastly, makingone attack from the martial arts table.


Sansker

Strength: 23 +5 +11

Intelligence: 13

Wisdom: 9

Dexterity: 19 +4 +3

Constitution: 22 +6 +2

Charisma: 8

Class: Fighter

Race: Yuan-ti, swamp sansker

Level: 17

Hit Points: 118

Armor Class: -4

THAC0: -1

BLOCK: 3 / 12

Attacks/Round: 4

Damage: 1d8 +11 (club), 1d6 +11 (claw), 1d8 +11 (bite), 1d6 +11 (tail)

Alignment: Neutral evil

Size: 14' long

PLANE/WORLD: Repton

Special: Camouflage, Tail hold, burrow, can breathe underwater

Sansker are a unique form of yuan-ti somehow having managed to surviveon the once thought barren world of Repton. Unlike snake men yuan-ti, sanskerhave no legs; their large, powerfully built bodies end in long, serpentinetails. Being yuan-ti, sansker have a tough, reptilian hide, giving thema good armor class. Due to their distant relation to snake men yuan-ti,however, there is no venom in their bite, though they do have powerfuljaws and great teeth that can shred most beasts, bones and flesh, intotiny pieces. Most sansker live in the desert, burrowing beneath the sandlike worms to keep cool. When sansker sense a creature approaching, theywill leap out of the sand, surprise attacking at -4. Sansker can also changethe color of their skin like a chameleon, blending into the environment.This camouflage works so well, in fact, that there is a 75% chance thatthey will not be noticed, allowing them a surprise roll at -4. Therefore,sansker that live in the desert are usually light brown, whereas sanskerthat live in tropical forests, forest sansker, or swamps, swamp sansker,are green in color. The latter type are rare, but thought to be more abundanton the nearby moon, Parasite. These sansker have gills, able to breatheunderwater; but being reptiles, they can leave the water to surprise attacktheir prey, as desert sansker do. Swamp sansker are quick swimmers, butcan hide and move under mud just as easily.

Sansker is King Hiss' answer for need of a "strong man." Hisarmy's lack of physical strength they made up for with great dexterity.But at times, when strength was needed, such as to break down a door, lifta heavy object, etc.; it was not there. It is for this reason besides others,that King Hiss hired Sansker, a heavily built warrior. Besides Blast Attack,Sansker possesses the greatest strength in a racial affiliation typicallyunknown for such attributes. Hoof

Strength: 23 +5 +11

Intelligence: 19

Wisdom: 9

Dexterity: 6 -1

Constitution: 25 +7 +14

Charisma: 10

Class: Fighter

Race: Pachyderm

Level: 18

Hit Points: 148

Armor Class: -11

THAC0: -2

BLOCK: 3 / 12

Attacks/Round: 3 / 2

Damage: 1d6 +11 x2 (fist), 5d10 +special (cannon) /

3d10 +11 +special (horn), 1-100 (missile)

Alignment: Neutral good

Size: 7'

PLANE/WORLD: Pachyderm

Special: Immune to wrestling, knocks back 3-30 feet, see below

The planet, Pachyderm, near Simbaya, was targeted by the Horde for takeover.The pachyderms had amassed a fleet of ships to confront the Horde army,led by commander, Hoof. Little did the Royal Eternian Guard know of theexistence of Pachyderm when Man-at-Arms led the strike against the Empireon DarkWorld that would crush their rule. Pachyderms are a race of high-techhumanoid rhinos. They are usually gentle and peace loving. But when provokedto fight, they fight with all the fury of a lion. The pachyderms are alsoknown for their fearless combat tactics. When the invasion fleet came stormingdown to their planet, they were not afraid, it only made them mad. Littleis known what would have happened if they would have had the chance towage war. Trade between Pachyderm and Simbaya had long been establishedwhen the Royal Guard made Hoof representative of his planet and part ofthe Guard.

Hoof is a living tank. A huge brute weighing about a ton, he carriesabout a half ton of armor on his back. This high-tech armor, along withhis tough hide, gives him an incredible -11 AC. The armor is also equippedwith a self loading cannon and rocket launcher. Though he has a low Dexterity,Hoof can, if given enough space and time, work up great speed. When incombat, Hoof will punch his opponent twice with his massive fists, andif both hit, Hoof can blast 'em with his cannon knocking him back 3d10feet stunning him for 1 round. Once knocked back, Hoof will charge towardhim, ramming him with his horn causing 1 point of damage per foot knockedback. This horn will knock his foe upward 3d10 feet, at which time Hoofmay employ his one heat seeking missile. This missile hits for 1-100 pointsof damage while the opponent is in the air. Then the opponent suffers fallingdamage once crashing to the ground, at which time he is stunned again foranother round, so Hoof may continue the process all over again.


Bloodaxe

Strength: 20 +3 +8

Intelligence: 14

Wisdom: 5

Dexterity: 15

Constitution: Special

Charisma: -6

Class: Fighter

Race: Zombie

Level: 18

Hit Points: Special

Armor Class: 0

THAC0: -5 (ax) / -3 (knife) / -2 (spear)

BLOCK: 3 / 12

Attacks/Round: 3 / 1

Damage: 2d8 +13 x2 (double-headed battle ax +5), 1d6 +11 (knife +3)

/ 1d6 +10 (spear +2)

Alignment: Chaotic evil

Size: 6'

PLANE/WORLD: Necropolis

Special: +1 weapon to hit, immune to bludgeoning attack effects, bloodloss, poison, cold, fear, death spells and psionics, cannot be turned,see below

Bloodaxe the "Undying" lived thousands of years ago duringhis planet's medieval age. A savage warrior renown for murdering the innocentand devouring them (cannibalism), so horrible were his crimes, that whenit came for him to die at old age (for no one did ever beat him battle),he was refused by Death as punishment and cursed with undeath. In muchpain and wishing to die, Bloodaxe offered himself to his worst enemieswho tortured him. They stabbed, burned, drowned, and tore him into littlepieces, but each time, his body restored itself. And though not dying,he retained the marks of his torture: bruises, scars, and boils. Bloodaxebecame so hideous that his face was hidden. At last, they tried to starvehim, the most terrible torture of all, thirst. When finally realizing hecouldn't die, Bloodaxe broke his bonds, killed his guard and drank hisblood. Hence forth, he vowed to take vengeance upon all living kind bykilling, dying time and time again, never finding an end to his suffering.

Bloodaxe covers his face with a helmet. If removed, those looking athis face must save at -6 or run screaming for 1d10 turns. Those killedby Bloodaxe become mindless zombies slaves to his every command. Bloodaxecan be harmed by any attack: fire, acid, all +1 or greater weapons, hesimply does not die, even without his head. Only by cutting off both legs,lighting him on fire, or immersing him in acid can he be defeated. Hisashes must be kept in a box, for if they are sprinkled on the ground, afterone full moon his body will restore itself. If dissolved, his teeth willremain, which must also be locked up. Bloodaxe's weapons are cursed. Theycannot be let go, and each time they are used to kill, the PC's alignmentdrops by one, and continues until becoming forever CE with an insatiabledesire to kill. Reading the stat sheets

Stat sheets for the Masters of the Universe campaign setting are verysimilar to regular stat sheets save for a few minor details. These exceptionshave been designed to simplify game play, make them more concise and easierto use.

Notice that there are two numbers following the Dexterity and Constitutionability scores. The first number after Dexterity refers to Armor Classadjustments made due to high or low scores. The second number refers tomodifiers on reaction time, used to determine whether the characters aresurprised or win initiative. If the value is positive, the character receivesa surprise and initiative bonus on his roll equal to the number listed,if the value is negative, the character receives a penalty to his roll.For Constitution, the first number refers to hit point modifiers when rollingfor hit points after gaining levels, and the second number refers to poisonsaving throw modifiers. Note that if a character does not have a bonusor penalty due to his ability score, no numbers will appear next to it.

To make things easier to use, the THAC0 as listed has already takeninto consideration the characters strength bonuses and weapon bonuses.If a word is listed next to THAC0 in parenthesis, that is the character'sTHAC0 using that weapon or attack form. If a player wishes to have hischaracter attack in a manner not listed on the stat sheet, he may do soby calculating the 'to hit' roll by level, strength bonus, etc., as isdone in regular AD&D. Note that the listed attack forms refer onlyto what the characters use most often. If more than one number is listedfor THAC0, more than one attack form can be made by that character. Forexample, Joe may have a +3 ax and a +2 sword and may be able to attackwith both of them. Thus, for each weapon being used, the THAC0 would change.If the numbers are separated by a slash, "/", the character mustchoose between the two different weapons, but can never use both in thesame round. If the numbers are separated by a comma, ",", thecharacter makes more than one attack per round using both weapons, usingone THAC0 for one weapon and the other THAC0 for the other weapon. Thedistinction between comma and slash is used for other statistics as seenbelow.

You will notice that there are two numbers for the BLOCK statistic separatedby a slash, "/". The first number indicated relates to all attackscapable of being blocked save for those attacks coming from other membersof the Masters of the Universe. When characters from the Masters of theUniverse compendium fight each other, the second number is always used.

Often, a character will have more than one number for Attacks/Round.If more than one number is indicated, more than one kind of attack canbe made per round. For instance, Joe the fighter has an ax and a sword.If a slash of 2 / 1 is indicated on his number of attacks, Joe can chooseto either attack 2 times with his ax or 1 time with his sword. If a fractionis listed, such as, 1/3, that attack can be made once every three rounds.If Joe can only use 2 different types of weapons and they can both be usedthe same number of times, only one number will appear. For example, ifJoe can attack twice with his ax and sword, just a 2 would appear for Attacks/Round.If there are 3 or more different weapons Joe can use, even if Joe can useall of them the same number of times, all 3 numbers will appear, like this:2 / 2 / 2.

The first thing Damage indicates is a number(s) to be rolled. This numbertakes both strength and weapon bonus into consideration. The word foundnext to these numbers indicates what weapon is being used to cause thatdamage. Damage coincides with Attacks/Round to determine how many attackscan be made with what weapon. Easily enough, the first number for Attacks/Roundrelates to the first attack form listed next to Damage, the second numbernext to Attacks/Round relates to the second attack form and so on. So ifJoe has to choose between his ax or his sword, it might look like

this: 1d8 +3 x2 (ax) / 1d10 +2 (sword). But if Joe attacks with bothweapons in one round, it would look like this: 1d8 +3 x2 (ax), 1d10 +2(sword). An easy way to remember this is like this:

1.) Slash means, "or."

2.) Comma means, "and."

You will notice that after the Special statistic, defensive statisticsalways come first: plus weapons needed to hit, magic resistance, and immunities.Second are special abilities unique to that character. Special abilitiesare like spells and must be looked up under Zodak's Guide to Special Abilities.They can easily be distinguished from other statistics because specialabilities are always capitalized. Third in order come all spells and spelllike powers, and last come everything else.

Zodak's Guide to Special Abilities

This is a complete list of special abilities as found in the Mastersof the Universe world with a short explanation of each.

Acid spit: An ability employed by the krill during combat, the acidspit is a deadly liquid produced in the krill's stomach which can be pukedup once per round and used against opponents. The acid spit has no damagingeffects to organic tissue but has deadly corrosive effects to metal. Allweapons and armor made of metal exposed to the acid require a successfulsaving throw. Failure indicates the acid dissolves the metal object andrenders it useless. Krill need a 'to hit' roll to determine whether theacid strikes the opponent. The acid can be blocked, but only in an attemptto stop it from corroding the opponent's armor or some other metallic objectworn by the opponent other than his weapon, if that is the krill's target.The weapon used to block, however, if made of metal, would then need tomake a successful saving throw vs. acid or be corroded.

Armor blocks: Some high-tech armor found on DarkWorld create surroundingforce fields protecting the wearer of the armor within the fields. Thefields last for 1-4 rounds during which time 10 of any physical attackscannot pass. Even the person inside the field cannot make an attack outsideof it. The person using the field may walk around, however, since it movesas the person moves. If more than 10 attacks of any kind are made uponthe field before the duration of the field ends, the field is broken. Oncethe field is down, it may never be used again. Though the field blocksphysical attacks, it is unable to block the incoming or outgoing of energyattacks, such as laser guns or spells, for example. Thus, someone insidethe field can still attack with a laser pistol and vise versa.

Blindness: The blindness ability is actually a high-tech weapon, a gunwhich emits a blinding light and causes 1-10 hp of radiation damage (treatas heat damage). This attack does not require a roll 'to hit' and thosewithin the area of effect, a cone 20' in diameter, must make a successfulsaving throw vs. spell each time the weapon is used or become permanentlyblind.

Body spikes: Most commonly used by spike fiends, body spikes are a specialdefensive armor most effective against those using limb attacks. Body spikesare long sharp objects protruding from a spike fiend or a character withbody spike armor; 1'-2' feet in length. Any opponent attempting to punch,kick, grab or in a similar way attack an opponent with body spikes suffersthe same damage to himself as he inflicts on his opponent.

Clone: The power to clone, or morph oneself from one form into another,enables the cloned to have the THAC0, AC, number of attacks, and strengthof any creature he touches, practically becoming the other person in everyway. However, the cloned being may not copy the person's special abilities,spells, or magical weapons. In cloned form, the cloned being becomes immuneto all damage, but may only suffer four attacks before he is forced toturn back into his original form. Once he turns back into his originalform, the cloned being may be attacked and suffer damage. In the next round,the being with clone may morph again, but must suffer one round of attackbefore altering form.

Constriction: This is an ability most commonly used by yuan-ti of humanoidboa constrictor type. Such yuan-ti have very elongated limbs which areused as weapons to squeeze opponents to death. Constriction can be appliedautomatically with any successful 'to hit' roll and inflicts 1d20 pointsof damage (+ strength bonus) per limb causing the constriction. There isa 50% that both arms will be pinned, in which case the opponent can onlyattempt to break free. A roll under 50 indicates that one arm is free (roll1d4 to determine arm: 1-2: left, 3-4: right). A free arm can be used toattack even while being held. To break free, a successful wrestling totalmust be made. If the yuan-ti grabs the opponent in both arms, constrictiondamage doubles to 2d20 (+ strength bonus doubled) per round, in which case,victim must make a successful wrestling total above 1d4 +(double the normalyuan-ti's strength) to free both arms. Those breaking free may opt to havejust one arm free and attack with that arm while being held, or may breakfree completely and attack with both arms once during that round. To freejust one arm, character need only make a regular wrestling total check.

Creeping doom: This terrible ability, like the spell of the same name,causes every type and kind of insect to materialize inside a person's bodyto chew him from the inside out. The attack does not require a roll 'tohit'. Those attacked by creeping doom must make a successful saving throwvs. death or die. Those having made the save move out of the range of thespell and see the insects appear beside him but not inside him. The insectson the ground can be stepped on and will thus cause no damage.

Creeping doom is a powerful ability and may only be used once per day.

Death curse: This is a special ability employed most often by intelligentundead creatures of great power. A death curse may be used by: a greatermummy, lich or a demi-lich, for example. The death curse has no savingthrow and the duration lasts until a remove curse spell is cast. Thosedestroying undead with a death curse automatically suffer the effects ofthe curse, causing them to fail all saving throws hence forth. If manycharacters are involved in the killing of a creature with death curse,the last character to strike the blow killing the creature is effectedby the curse.

Diseased bite: Of the most terrible aspects of the krill, krill salivaconsists of a deadly disease which rots organic flesh in seconds. Thosebitten by the krill need to make successful saving throws vs. poison eachtime they are bitten or, in the next round, have their limbs rot and fallto the ground useless. When Krill bite, they always go for a limb, so a1d4 should be rolled to determine which limb may be effected (1: left leg,2: right leg, 3: left arm, 4: right arm).

Disintegration: This ability is actually a high-tech weapon enablinga fighter the same attack on a creature as the spell by the same name.Powerful guns with the disintegration option may fire a beam of disintegrationevery round, but do not cause hit point damage. The gun also needs a successful'to hit' roll. Those struck by the disintegration beam are required a savingthrow vs. death. A failed save means the creature is totally and irrevocablydestroyed. A successful save means the creature suffers no damage and noharmful effect.

Drain, constitution: The humanoid mosquitoes of the planet, Arachnia,have the power to drain any creature of blood and feed on it. This constitutiondrain requires a successful 'to hit' roll with the mosquits deadly pincer,an attack which can be made once per round. A successful hit drains 1-4points of constitution and all hit points due to constitution bonus. Thosehit points lost by the victim are gained by the mosquit, up to the maximumamount of the mosquits hit points. A character whose constitution reaches0 becomes completely dried of blood and dies.

Drain, dexterity: Dexterity drain is a special ability which may beused by powerful, evil clerics. To effectively inflict someone with dexteritydrain, the cleric need but make a successful 'to hit' roll or touch theintended victim. Those struck automatically lose 1 point of dexterity (nosave). A cleric may even channel the ability through his staff, effectingthe being with the damage of the attack and the drain. Those effected bydexterity drain move slower until a restoration spell is cast on them.If the victim's dexterity falls below 1/2 normal, the drain acts as a slowspell, allowing the victim 1/2 his normal attack rate.

Drain, level: This special ability is used on DarkWorld not only byundead, but also by those from the planet of Embliominimimi. Aliens fromEmbliominimimi have the ability to drain 1-4 levels from their opponentswith but a look of their eyes. This attack is instantaneous and does notrequire a roll 'to hit' neither is there a saving throw. The level draincan be continued each round even while the being using it attacks. Thosecompletely drained of levels lose consciousness and die.

Drain, strength: Those with the special ability, strength drain, mustfirst roll 'to hit' to grab their opponent. Then, the opponent must beheld within the drainer's grasp. For each round the opponent is being drainedand for each limb holding him, the opponent loses 1-4 points of strength.For instance, a monster with two arms and a head may bite and grab hisenemy with both hands, draining 3d4 points of strength. During this time,the opponent may try to attack, but a successful hit will not free himof the drainer's grasp. To break free, the opponent must make a successfulwrestling total (using his drained strength) which takes one melee roundof combat. After breaking free, the opponent may also attack once in thatround, but may then be grabbed again in the next round. Those drained ofstrength do not restore their strength unless a restoration spell is cast.Those drained completely of strength fall to the ground and are paralyzed.

Duplication: This unique power may only be employed by the most powerfulof regenerating creatures. Those beings who can duplicate themselves notonly have some regenerative abilities, but in seconds may grow entire bodyparts that have been lost. Duplication enables the creature to reproduceanother of itself using a severed limb. If more than 10 hp are lost froma creature's limb from a sword, for example, the limb becomes severed andfalls to the ground. In 1-10 rounds, the limb can grow into an exact duplicateof the creature with the exact same stats. The only way, then, to tellone creature apart from the other, is to examine the clothing, and or itemsthat the original creature had, which would not have been duplicated alongwith the second creature. Note that if the second creature loses a limb,it too may duplicate itself, and its duplicate may duplicate and so onand so forth, possibly producing an infinite number of creatures. The onlyway, then, to permanently destroy such a creature, is to burn it, as theyare immune to physical attacks.

Earthquake punch: The earthquake punch enables the hero to punch theground with such force, that he creates a slight tremor in the earth. Thearea of effect is within a 20' radius, but is most effective to those standingdirectly in front of the source of the earthquake punch. Man sized creatureswho happen to be directly in front of and within the area effected by anearthquake punch must make a dexterity check. Failure means the creatureloses its balance and falls down. The duration of the earthquake is oneround. Those having fallen down suffer a free attack roll on their headsand suffer double dice as the normal amount of damage. For example, ifthe normal damage equals 1d20 +14, damage to the head would be modifiedto 2d20 +14. In the next round, the opponent may get to his feet and resumecombat, but must make an initiative roll vs. his opponent. Earthquake punchesare usually employed by gods, demi-gods and some titans.

Fear paralysis: The fear paralysis is an aura of fear (within a 10'radius) radiated by powerful undead creatures. Those stepping into thearea of effect, seeing the undead creature, need to make a successful savingthrow vs. paralyzation or be paralyzed forever. Once a successful saveis made, the character becomes immune to the fear's effects.

Grappling hook: A grappling hook is a special weapon which may be usedonly once per round, regardless of fighter level, but may be combined withother attacks in that round. To use a grappling hook, one must make a successful'to hit' roll. Grappling hooks cannot be blocked. If the hit succeeds,the opponent is entangled within the ropes of the weapon. To break free,one can use a sharp edged instrument to cut himself loose. However, duringsuch time, the wielder of the grappling hook may have one free round ofattack. The person cutting the ropes does not gain any AC bonus for dexterityand cannot block the attacks during that round. If the ropes to the grapplinghook are cut, the grappling hook cannot be used again. If a being trappedin the ropes does not have a sharp edged instrument, he may attempt tobreak free, but only with a strength of 18 or better, and only by overcominga wrestling total of 20 +1d20.

Hell fire: Once per round, an arch-demon can summon upon the flamesof Hell to do away with his opponents (victims?). This ability can be usedin one of two ways. With the first, the demon need but open and raise hisleft hand, no 'to hit' roll is required. This act causes a pillar of circularflame 10 feet in diameter to burst from the earth. Nothing can withstandthe intensity of this flame. Those of 10+ HD are entitled a saving throwvs. death to determine whether they leap out of harm's way. Those failingtheir save are consumed by the flames and instantly turned to ash (cremation?).Those of less than 10 HD are entitled NO saving throw; they simply burnup. Those within the area of effect immune to fire are not effected. Thosewith magic resistance (unmodified) may opt to negate its effect.

The second way in which an arch-demon may use this ability, is on himself,engulfing HIM in flames. Since he is immune to fire, this ability has noharmful effect on him. However, similar to the well known demon, balor,the flames emanating from his body may harm other opponent's attemptingto touch, wrestle, or strike him with a limb. Those doing such, suffer4d6 points of dmg. upon contact and an additional 4d6 for every round thecontact ensues. This second use of Hell fire, however, has a duration of1-4 +2 rounds, at the end of which time the flames burn out, requiringanother full round to reactivate them.

Horror gaze: The horror gaze is most commonly found in those with negativecharisma scores. Such beings are so hideous, that those looking upon themmust make a saving throw vs. spell or be horrified and unable to move for1-12 rounds, in which time they are susceptible to free attacks. Thosehorrified are unable to block, attack, and do not gain AC bonuses due todexterity. The horrific being causing the horror must still roll 'to hit',however. When the horror gaze wears off, an initiative roll must be madeto resume combat. Once a horror save is made, another is no longer required.Horror gaze is also the same as horror check.

Hypnotism, yuan-ti: Yuan-ti with hypnotic abilities are almost alwayshumanoid cobras. Those attempting to attack a yuan-ti cobra must firstmake a saving throw vs. spell to determine whether they avoid the eyes.If the eyes are gazed upon for more than one second, the character fallsunder hypnosis for 1-6 rounds, in which time they are unable to attackor block. The humanoid cobra will then attack the hypnotized victim, thevictim unable to retaliate for the duration of the effect, but the cobramust still roll 'to hit'. Once the hypnotism wears off, an initiative rollmust be made between the character and the yuan-ti. After a character makesa saving throw vs. hypnotism or is hypnotized once, he may never be hypnotizedthe same way again.

Lay egg: By far the most terrible natural ability of the krill, andconsidered by many the most terrible cause of death, the krill can reproduceby laying their eggs in other opponent's bodies. These eggs are producedunder the krill's skin and appear as warts. If ever a krill is to die,the pustules containing their eggs spew forth clinging and burying themselvesinto any organic matter. Opponent's in the path of the krill, subjectedto these eggs, need to make a successful saving throw vs. poison or becomethe host body for the krill's offspring. The krill egg lay does not requirea successful 'to hit' roll. Those failing their saving throws die as iffrom the effects of a horrible disease in the next 10d4 rounds unless acure disease spell is cast upon them. After 10d4 hours, the victim's ofthe krill's eggs will experience an excruciating pain in their chest atwhich time a horn will grow out from their chest cavity. Then, the bodyof the "host" will fall down, paralyzed with pain, as the newkrill breaks free. When the new krill is born, its host dies. Krill areborn full adults and have the exact same stats as the ones who spawnedthem, and will finish any battle their host may have started. Reproducedkrill are so identical to their parents, in fact, that it is believed thatthey pass on 100% of their DNA traits to their "children" andthat even the memories and knowledge of the old krill are passed on tothe new. Furthermore, it is believed that the krill have no sex classificationsuch as male or female, but that they are born with the power to reproducebut do so only when close to death.

Mirror image: Like the spell by the same name, the special ability,mirror image, is used by those of the ninja class to confuse their opponents.Mirror image creates 5 duplicate images of the ninja, all illusions, whichact and move the same way that the actual ninja moves. These 5 illusionsand the real ninja surround the opponent and move round him in a circle.When the ninja makes his attack, they all make their attack, but it isimpossible to tell from which ninja does the actual blow come. When attackingthe ninja, the opponent must roll a 1d6 to determine which image he willstrike. In the first round, the ninja will be 1, so a 1 must be rolledto strike the real ninja. If a 1 is rolled and the hit succeeds, even ifthe ninja blocks the attack, the other five illusions will disappear. Ifanother number is rolled, the opponent's weapon will pass right throughan illusion. In the next attack, the opponent must roll another 1d6. If,for example, the opponent rolls a 1 in the first round but misses, he stillmust roll a 1d6 for the second attack. In the second round, the ninja is2, so a 2 must be rolled to strike him. Likewise, in the third round, theninja will be 3, and so on and so forth, until after 6 rounds he becomes1 again and starts the process all over.

Paralyzation: A krill's special paralyzation attack comes from its twosmall limbs which it hides inside the shadows of its larger arms pits.These little arms have the ability to cast a paralyzation spell much likethe spell, hold person. The attack is automatic and does not require aroll 'to hit'. Those resisting the effects of the paralyzation need tomake a successful saving throw vs. paralyzation every round or be paralyzedfor 1-4 rounds, in which time the krill is allowed to freely attack thevictim. When the effects of the paralyzation wear off, a new initiativemust be rolled to resume combat.

Petrification: Very simply, those looking upon creatures with petrificationability must make saving throws vs. rod or be turned to stone. The savingthrow is to determine whether or not the eyes of the petrifier are avoided.If the save succeeds, the opponent must decide whether or not he will fightwith eyes closed (with a -5 penalty to block and a -5 penalty to THAC0)or keep eyes open and make a saving throw each and every round that heattacks.

Poison, smoke: Poison smoke, much like mustard gas, is a type of chemicalwarfare used by those from the planet of, Mechanus. Poison smoke appearsas a black cloud consistent of all types of vile chemicals. The user ofpoison smoke must be immune to gas attacks or also suffer from its effects.At first, the poison smoke inflicts 24d6 +12 points of damage, suffocatingall the life in its path and filling everything breathing with noxiousfumes. A saving throw vs. breath weapon for half damage is allowed to determinewhether or not the smoke is inhaled. Even those not inhaling, however,suffer chemical abrasions to their skin, eyes, and nose. It also causeshair to fall out. At this time, a second save is required vs. breath weaponto determine whether or not eyes were closed. Failed saving throws meanthat eyes were open and permanent blindness results. Even after the smokeattack has been used, chemicals in the air will continue to eat away atthe flesh causing 1-4 points of damage each round until the chemical cloudis left or until the air is cleared.

Poison, spit: When a character is attacked with poison spit, he mustmake two saving throws. The first, vs. death, the second, vs. blindness.If the first succeeds, the character must then make a saving throw vs.blindness. If the second fails, the character is blind for the remainderof his life, unless a cure blindness spell is cast upon him. If both savingthrows succeed, the character becomes immune to the poison and need notmake any other saving throws. Even those making both saving throws, however,suffer an additional 1d4 points of damage every round due to the effectsof the poison on their skin, and continue to suffer the damage until theeffected area is washing vigorously with water.

Poison, yuan-ti: Poison inflicted by a humanoid snake or yuan-ti, ismany times more powerful than any other snake poison. A -2 in front ofthe poison, for example, indicates the penalty vs. saving throw. Thosefailing their saving throws vs. yuan-ti poison fall to the ground and dieinstantly, a gruesome death indeed. Once a saving throw is made, however,the save need never be made again.

Possession: Possession is an ability that may only be used by evil,ethereal, undead beings. This ability enables the spirit of the undeadto "possess" the body of any other being, even after the undeadhas been destroyed. If the undead is turned or sent to another plane, however,it may not possess someone. Furthermore, lawful good clerics and paladinsare immune to possession.

When an undead creature attempts possession, the intended victim mustadd up all of his ability scores and make a saving throw under the averageof his total. If the saving throw succeeds, the character is not possessedand the undead may return to its original form (body). If the save fails,the original undead form disappears and the undead spirit takes completecontrol of the character. In essence, the undead becomes the characterin every way, even being able to share some of the characters thoughtsand knowledge, but the character's intelligence, wisdom, and alignmentbecome like that of the former being who became undead.

The effect of the possession lasts until the character is exorcisedor until the character dies, at which time the character is allowed anothersaving throw for his soul if he is resurrected. If the second saving throwfails, the spirit of the original character is forever lost and the undeadcompletely takes over. If the second save succeeds, the undead is castout forever.

To exorcise the undead spirit out, a good cleric must cast bless, removecurse, and a protection from evil spell on the character's body. When thisis done, the undead's original form will appear, and then the cleric mustattempt to turn the undead. If the turning fails, the undead will simplyrepossess the body. And then, the cleric may never again remove the spirit.But another cleric may try.

Push back punch: The push back punch, a unique attack ability nativeto the Kingdom of Palutina, enables the attacker to punch an opponent andat the same time, push him a distance of 10 feet. The opponent struck mustthen run back up to his attacker to resume combat. The time it takes torun back, however, cuts the opponent's number of attacks in half. If, however,the opponent pushed back can attack even at a distance of 10 feet, viaspear, laser gun, spells, etc., the push back punch would have no consequenceto number of attacks. If a person using the push back punch is fightinga being of a particularly large or heavy nature, the push back punch wouldstill apply, but instead of pushing the large creature back, would it pushthe attacker away from the large creature.

Raise Hell: Once per round, an arch-demon may open a gate between Baatorand the Prime Material Plane beneath any flat surface. This gate may evenbe opened beneath the feet of another opponent while in combat. The openingand lowering of the demon's right hand causes a black fissure to rip throughthe earth approximately 10 feet in diameter and 3 feet in width. From thisfissure come many arms that will grab all those within the area of effectand pull them down into Baator, (these are actually the limbs of lesserdemons ruled by the greater arch-demon, who upon returning to Hell withtheir victim(s), devour the victim's flesh). Then, the souls remainingbecome lesser demons and slaves of the greater arch-demon for all eternity.To avoid this awful fate, opponent's are entitled a saving throw vs. death.Those failing, perish, and cannot be resurrected but by a god! Those withmagic resistance (unmodified) may opt to negate its effects. Clerics orpaladins with the ability to turn undead/demons, may attempt to turn thelesser demons as with 1 HD undead, negating the effects of the abilitycompletely.

Note: The Raise Hell ability can only be used when on the Prime MaterialPlane.

Snake toss: Used most often by yuan-ti, the snake toss is a type ofattack where snakes are used as weapons. From 1-4 snakes can be throwneach round making up one attack. These snakes have 10 hp each and biteinflicting 1-4 points of damage. For every snake bite, a saving throw vs.poison must be made or death will ensue in 1-6 rounds.

Rebound punch: Those using the rebound punch fight by spinning likea top and striking anything within arms length. Those making physical attacksagainst a being using the rebound punch must make a successful saving throwvs. spell (though it's not a spell) each and every time they attempt tohit. A successful saving throw means they avoid the fists, whereas as afailed saving throw means they suffer an attack in return, suffering 1d4(+strength bonus) points of damage. This attack is automatic and does notsubtract from the normal number of attacks of the character during hisround. For example, a fighter with three attacks rolls to hit another fighterwith rebound punch. The hit is successful and the other fighter fails toblock. Fighter #1 rolls damage against his opponent. Then, he makes a savingthrow vs. spell and fails, suffering a punch in return. The next attackmisses, the third hits and the saving throw for the rebound punch succeeds.Now, the round moves on to the second fighter and he makes his attacks.

Sandstorm spell: The sandstorm spell is unique to DarkWorld, and forthose beings that know of it, it can be a very useful spell. Sandstormcan be used once every three rounds. The spell summons a huge gust of windto come and lift all objects less than 100 lbs. off the ground, hurlingthem through the air as if a hurricane. The storm may last from 1-6 rounds.Each round, 1-20 objects are thrown. Beings in front of the sandstorm mustmake successful dexterity checks to avoid each object, or suffer 1d6 pointsof bludgeoning damage. After the first round when the spell is cast, thecaster of sandstorm may opt to attack while his opponent is being hailedby the flying objects. Once the storm dies down, all the objects in thenear vicinity will have been removed, thus, even though the storm can beevoked again, there will be no more objects to be thrown.

Stoneskin: Like the spell, stoneskin, characters listed as having stoneskinactually have stone like skin which naturally surrounds their bodies, thus,the stoneskin effect never wears off. However, stoneskin only protectsagainst sharp edged weapons, which do but 1 point of damage regardlessof weapon and strength bonuses. Furthermore, those with stoneskin cannotbe decapitated by vorpal weapons or amputated by weapons of sharpness,and are immune to all sharp edged attack effects. Unlike the spell, however,bludgeoning attacks inflict full damage on those with natural stoneskin.

Swarm spell: Like the spell, summon swarm, the swarm spell causes large,killer bees,

10 per level, to come and sting the opponent of the summoner. Thesebees die when their attack is complete, but inflict 1d4 +1 points of damagefor every ten bees. Thus, a 20th level character using the swarm spellwould summon 200 bees, which would attack inflicting 20d4 +20 points ofdamage (save vs. spell for half). This spell can be used once every threerounds. A similar spell can also be used, summoning poisonous mosquitoesinstead of bees, but having the same effect. Note that insects do not needa roll 'to hit'.

Tail hold: The tail hold is a special wrestling maneuver used by thosehumanoid fighters with strong tails. The tail hold can automatically beapplied when a tail attack is made and the hit is successful. Those heldsuffer 1d20 points of constriction damage (+ strength bonus) each roundthey are being held, and may also be attacked by other limbs automatically,without needing to roll a 'to hit'. When a hold is made, there is a 50%chance that both arms will be pinned. A roll made under 50 means one armis free (roll 1d4 to determine which arm, 1-2: left, 3-4: right). Freedlimbs can be used to attack even while being held. Those with both armspinned and no other limbs can only attempt to break free, requiring a successfulwrestling total. Once freed of the tail hold, the victim may attack oncein that round before he is attacked and possibly held again. He may alsoopt to simply free one arm and attack while being held. Tail hold is alsothe same as trunk hold, but on a smaller scale. Trunk holds usually doless damage.

List of Psionics

Mind kill: Of the most powerful psionic powers, mind kill causes theinstantaneous death of any being. The body remains intact yet the victimbecomes brain dead. Mind kill works with any being having a brain or anykind of intelligence. Those resisting mind kill must make a successfulintelligence check. Failed checks means instant death. Mind kill takes500 psionic points to use and does not require a roll to hit.

Move object: This ability enables the psionicist to move any objectwith his mind, being any weight less than the total number of his psionicpoints, each point being equivalent to 1 pound. The wielder can then holdthe object for 1 round per psionic point, and can throw or move the objectat a rate of 1 foot per point. For example, a being with 1000 psionic pointscould lift a 100 pound object 10 feet off the ground and hold it for 1round. This, of course, would exhaust all his psionic points for the day.Or, he could lift a 1000 pound object 1 foot off the ground for 1 second.

Pirokinesis: This psionic ability causes any being to suddenly burstinto flames as if the victim of spontaneous human combustion. Damage causedby pirokinesis is equivalent to 1d6 points of damage per 20 psionic pointsused up to a maximum of 10d6. Thus, a psionicist with 1000 psionic pointscould inflict 10d6 points of damage every round for 5 rounds. Pirokinesisdoes not need a roll to hit.

Telekinetic hammer: This ability enables the psionicist to evoke a powerfulforce which strikes opponents inflicting 1 point of damage per 20 poundsof force, 1 pound per psionic point. Thus, a psionicist with 1000 psionicpoints could instantly cause 50 points of damage. Telekinetic hammer doesnot require a roll to hit.

Telekinetic pinch: Like the psionic ability, move object, telekineticpinch is a concentrated form of telekinesis. It applies force inside anopponent's body, attempting to alter organs and body functions. Examplesare: crushing the heart, imploding the lungs, the closing of major bloodvessels and blocking the central nervous system. Those resisting the effectsof telekinetic pinch must make a saving throw vs. death at -2. Those failingwith 2 less than what they need to save become completely paralyzed, thosefailing with 1 less become partially paralyzed (roll 1d4 to determine extentof paralyzation, 1-2: from waste down, 3-4: neck down). Those failing with3 or less than what they need to save die instantly. Telekinetic pinchtakes up 200 psionic points and does not require a roll to hit.

Telekinetic wall: Creates a wall of force preventing any physical objectfrom passing. Area of effect is 1 foot per psionic point and 1 point perpound of force, preventing anything of lesser force from passing. The walllasts one round per psionic point.

Telepathy: Forcefully communicates with any other intelligent being,can also be used to suggest thoughts, or even scan minds of any usefulinformation. Those resisting telepathy must make a successful intelligencecheck. Failure means the victim's mind is an open book to the psionicist,the psionicist being able to read his mind for 1 round per psionic point.

Telepathic suggestion: This ability can be used after telepathic communicationis successful. With telepathic suggestion, the psionicist can suggest thatthe opponent do something he does not wish to do, such as kill himself,for example. Victim's of such a suggestion are entitled another intelligencecheck, failure meaning that the psionicist gains complete control overthe victim for 1 round per 10 psionic points. Once a being has made a successfulintelligence check vs. telepathic suggestion, another need not be made.

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