RPG 2e 2001 Character Statistics for D&D 2e 2001
Added On: May 14, 2020 7:57 pm
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.]


Sting

Strength:              19 +4

Intelligence:          16 +3

Wisdom:               19 +4

Dexterity:             19 +4

Constitution:        15 +2

Charisma:             7 -2 (18 +4 to Beople)

Class: Ranger

Race: Beople

Level: 3rd monster / 7th ranger

Hit Points: 78

Armor Class: 23 (+9 natural)

ATTACK: +15 / +10 (mace +1)

Damage: 1d8 +4 (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 communicate with 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 Hive would be amazed at its geometrical complexity. From a distance, Hive appears as what it is, a giant bee hive the size of a planet.

                The planet Hive is one of the most populated of all planets consisting of 1200 orders, each with their own ruler. But the supreme ruler of Hive lives in the deepest catacomb several miles underground. She is known as Queen Belana and she spends most of her day mating and laying eggs. For each order is also a sub-queen, 1200 in all, who lay thousands of eggs daily. Another unique aspect of the bee people is in their sex, for the bee people are divided into not two but three sexes, the males, the females and the drones. The political system on Hive works very much like a cast system but by sex. The females are the most intelligent and always of the upper class, females are also the most rare of the species. The males are the strongest but hold a middle class position. The unfortunate born drones, who have no sex, are the lowest class. Drones are the weakest and least intelligent and live in very poor condition. They spend most of their time working. Economically, however, the bee people are fundamentally equal and believe VERY strongly in equality for all within their own sex group. Crime and disobedience, however, is never tolerated, and any bee person caught not working is put to death. Bee people rarely go to war amongst themselves, 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 other traits, bee people have the natural ability to fly.         


Hose Nose          

Strength:              19 +4

Intelligence:          12 +1

Wisdom:               19 +4

Dexterity:             18 +4

Constitution:        17 +3

Charisma:             15 +2

Class: Fighter

Race: Simbayanan

Level: 9

Hit Points: 54

Armor Class: 14

ATTACK: +14 / 9 (ax +1), +13 (freezing water),

Damage: 1d8 +5 (fire ax +1), 4d4 (freezing water), 2d8 +4 (trunk hold)

Alignment: Lawful good

Size: 6'5

PLANE/WORLD: Simbaya

Special:           -Immune to fire, Improved grapple

                                -Extinguishes all flame (magical and non-magical), dispels fire elementals                                                            -Summon water elemental (8-16 +3 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, and their search for religious and spiritual enlightenment, violence and crime is unthinkable. They live life much like the New Earthians but without warlords to throw them into war. All humanoid elephants are vegetarian. Therefore, the majority of them are poor farmers who spend their day working and playing. To cool off, they like to spray themselves with water or just bathe in mud. There are great structures built on Simbaya, however, all in the name of religion, great vedic temples dedicated to the Hindu gods. Simbayanans are devoutly religious in their worship of Hinduism, yet also take a great interest in the sciences, literature and the arts. Simbayanans love to paint, and evidence of their great sculpting techniques can be found all throughout their vedic temples. It is believed that the ruler of Simbaya, the Hindu god, Ganesa, created the planet to escape the stress and conflict of being a god on the planet populated by the Hindu gods, Brahmaloka. Ganesa desired only to find a place in the universe without conflict or evil. When he could not find one, he created Simbaya, and populated the planet himself with his own children that he conceived with mortal women. Today, Ganesa rests within a massive vedic temple and is serviced by his many Simbayanan servants. Indeed, Simbaya is a place of lasting peace and tranquillity.   


Rio Blast

Strength:              17 +3         

Intelligence:          15 +2

Wisdom:               9 -1

Dexterity:             11 +0

Constitution:        10 +0

Charisma:             18 +4

Class: Fighter

Race: Eternian

Level: 6

Hit Points: 36

Armor Class: 12

ATTACK: +6 (ranged)

Damage: 9d6, 3d6, 1d6 x2, 1d4 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 his hunting rifle, tried to shoot them off, but he didn't scare them, and they ate his entire plantation. The next year, when the flock of stirges came back, he was ready. Rio Blast had gotten so mad, he had attached to his body 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 and across his shoulders. This is a coalition of four laser guns, two cannons doing 9d6 points of damage each, and two small doing 5d6. In front of his chest is another set of lasers which do a total of 9d6, and always shoot in front of where Rio Blast is standing. In each hand, Rio Blast carries a gun, each doing 5d6, and attached to his knees are another two, very little guns doing 2d6. Between these guns is a set of computerized binoculars, which Rio Blast uses to sight his targets. The lasers have been programmed so that wherever he turns his head, that is where they will fire. All of Rio Blast's guns shoot at a range of 1000+ yards; using his telescopic sight 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 of 20 +5 rounds before needing recharging.


Man-E-Faces

Strength:              17 +3 / 20 +5 / 24 +7

Intelligence:          11 +0 / 6 -2 / 20 +5

Wisdom:               15 +2 / 9 -1 / NA

Dexterity:             10 +0 / 20 +5 / 17 +3

Constitution:        12 +1 / 17 +3 / 20 +5

Charisma:             15 +2 / 7 -2 / 8 -1

Class: Fighter

Race: ?

Level: 7

Hit Points: 102

Armor Class: 22 / 26 / 25

ATTACK: Unarmed {(human) +10 / 5, (monster) +12 / 7, (robot) +14 / 9}

Gun {(human) +7 / 2, (monster) NA, (robot) +10 / 5 (gun)}

Damage: 1d4 +3, +5, +7 (unarmed), 3d6 (gun)

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 known as, 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. Though he 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 reflection of himself known only as "the monster." Then, in a desperate fight to control himself, he created a third person, a cold and heartless mediator, "the robot." No one can understand the organic and physical changes that seem to occur to him at a molecular level, nor has he ever been cured of this affliction.

                The stats above are divided into three categories. The first are those of the man, the second are those of the monster, and the third are those of the robot. As a man, Man-E-Faces fights with a gun, however, if he is made angry, he will turn into the monster, attacking with 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 allies and even join forces with Skeletor. If the monster is tamed, he will turn into the robot, and later, change back into the man. Man-E-Faces will turn into 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 weight he 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 to 50 or less hp, he will turn into the monster, and become the robot if reduced to 25 or less. If he falls unconscious (below 0), Man-E-Faces will become human again when his hp reach 1 or above.  


Mekaneck           

Strength:              16 +3

Intelligence:          19 +4

Wisdom:               15 +2

Dexterity:             13 +1

Constitution:        11 +0

Charisma:             13 +1

Class: Fighter / Pilot

Race: Eternian

Level: 6

Hit Points: 49

Armor Class: 19

ATTACK: +8 (mace +2), +9 (ranged)

Damage: 1d8 +5 (All Purpose Handy mace +2), 4d6 (optic blast)

Alignment: Neutral good

Size: 5'8-9'8

PLANE/WORLD: Eternia

Special: See below:

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

                                1.) +8 to armor class

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

                                3.) Equipped with the Teleport Button, acting on the wearer as the Sorcerer spell, 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 4d6 points damage

2.) Target scope adds Wisdom bonus to all ranged 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.) Acts as spell see invisibility

                                8.) +2 to all spot and search checks

                                7 -2.) Built in computer:

                                                -Scans and records images and sounds for "perfect" memory playback

                                                -Auto mapper

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

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


Stonedar

Strength:              15 +2

Intelligence:          11 +0

Wisdom:               18 +4

Dexterity:             1 -5

Constitution:        16 +3

Charisma:             12 +1

Class: Fighter

Race: Rock man

Level: 8

Hit Points: 42

Armor Class: 27 (+22 natural) / 37 (boulder form)

ATTACK: +10

Damage: 2d10 +2 (boulder) / 1d10 +blindness (20’x40’ cone) (solar gun)

Alignment: Neutral

Size: 5'3

PLANE/WORLD: Graniton

Special:           -Damage reduction 20/+2

-Immune to fire, acid, poison, petrification, and critical hits

                                -+10 Armor Class in boulder form

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

                                -Can conjure earth elemental (8-16 +3 HD) in 1 turn once per day         

                For more information, see Rockon. 


Rockon

Strength:              17 +3

Intelligence:          11 +0

Wisdom:               14 +2

Dexterity:             3 -4

Constitution:        16 +3

Charisma:             9 -1

Class: Fighter

Race: Rock man

Level: 8

Hit Points: 49

Armor Class: 28 (+22 natural) / 37 (boulder form)

ATTACK: +11

Damage: 2d10 +3 (boulder) / 1d10 +blindness (20’x40’ cone) (solar gun)

Alignment: Neutral

Size: 5'3

PLANE/WORLD: Graniton

Special:           -Damage reduction 20/+2

-Immune to fire, acid, poison, petrification, and critical hits

                                -+10 Armor Class in boulder form

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

                                -Can conjure earth elemental (8-16 +3 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 leading to the nuclear core of Graniton. This nuclear core is what generates an ocean of volcanic magma, and it is from this ocean that life has somehow evolved. Though it was believed that no living organism could survive such temperatures, these life forms have, and have evolved out of this ocean of magma to form the rock people.

                The rock people are made up of loosely connected stones that can shift into whatever shape they desire, and likewise, have taken the form of humanoids to better communicate with other races. The rock people are thought to have no internal organs and no blood; it is believed that their bodies run on pure energy alone. In their true form, the rock people are nothing but large boulders.   


Extendar

Strength:              21 +5

Intelligence:          19 +4

Wisdom:               18 +4

Dexterity:             15 +2

Constitution:        19 +4

Charisma:             18 +4

Class: Paladin

Race: Palutinian

Level: 12

Hit Points: 124

Armor Class: 29

ATTACK: +17 / 12 / 7 (unarmed strike)

Damage: 1d4 +5 (gauntlet)

Alignment: Lawful good

Size: 6'3-12'6

PLANE/WORLD: Palutina

Special:       -Immune to sharp edged attack effects

                                +13 (+5 magic) full plate armor

+5 (+3 magic) shield casts: sanctuary, protection from normal missiles, and globe of

 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 amazing physical flexibility. Their flesh has a unique elasticity which enables them to stretch far beyond the limits of normal humanoids. Scientists have attributed 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,  to alter them to such an extreme. The greatest warriors of Palutina have actually turned stretching into a form of combat, the greatest fighters being able to stretch the furthest.

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

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


Roboto

Strength:              24 +7

Intelligence:          24 +7

Wisdom:               NA

Dexterity:             18 +4

Constitution:        24 +7

Charisma:             8 -1

Class: Monster

Race: Mechanical golem

Level: 20 HD

Hit Points: 240

Armor Class: 31 (+17 natural)

ATTACK: +27 / 22 / 17 / 12 (ax), +24 (ranged)

Damage: 1d8 +7 (19-20 x3) (ax) / 6d6 (gun)

Alignment: Lawful good

Size: 6'

PLANE/WORLD: Eternia

Special:

-Damage reduction 30/+3

-Immune to poison, gas, cold, organically harmful acid, attack effects,

fear, mind spells and petrification.

-Slow movement (20’)

-Night vision

- +20 to Spot, Search, and Listen checks

               

                Though he is a "machine," Roboto has all the emotions of any living thing, as programmed by Man-at-Arms. Likewise, Roboto is treated with the same respect as everyone else in the Eternian Royal Guard. Due to 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 thousands of mathematical equations and memorize thousands of languages in seconds.  

                Roboto has been made with eternium, the hardest known substance in the universe, found only on Eternia. To all means possible, eternium is virtually indestructible. This and his great speed accounts for Roboto's excellent Armor 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 returned to Man-at-Arms for recharging after 20 +5 rounds. As a machine, Roboto need never eat or sleep and is never tired, for he is run by a battery that will last for the next 1000 years, making him the perfect guard of the Eternian Royal Palace.

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


Gwildor

Strength:              14 +2

Intelligence:          22 +6

Wisdom:               16 +3

Dexterity:             11 +0

Constitution:         7 -2

Charisma:             11 +0

Class: Inventor, scientist

Race: Dwarf

Level: 1 HD

Hit Points: 6

Armor Class: 10

ATTACK: +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 famous dwarf inventor, Gwildor. The Cosmic Key has the power to teleport anyone and anything within a 10 +0' radius to any location in the universe with 100% accuracy as long as the exact coordinates are known. Time and distance is not a factor. According to Gwildor, "distance, time and measurement are all part of the finite mind, but in the natural universe such concepts do not exist." So traveling 100 billion light years would be no different than traveling to the next room. These coordinates are recorded on the key as musical notes. Each location in the universe is said to have a particular set of notes (as discovered by Gwildor) that indicate its precise location. However, the Cosmic Key is incapable of figuring a location unless the key has been taken there. The key also has the power to open a gate to any 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 traveling to any place in the present; it just takes a different set of notes. Since the key requires this knowledge prior to being used, it would be impossible for it to go back or forward in time to where it's never been. When traveling back in time, the result is similar to a reverse time spell. The PC's do not see themselves as they were an hour before, but rather find themselves where they were an hour before. Fortunately, every time the present is replayed, chances are that a different future will ensue. There is one limitation, however: the key is unable to travel back to the same time more 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 would rupture 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 selves and the end result would be the same.


Zodak

Strength:              40 +15       

Intelligence:          45 +17

Wisdom:               45 +17

Dexterity:             40 +15

Constitution:        40 +15

Charisma:             45 +17

Class: Wizard / Cleric

Race: Zodiakian, Intermediate god

Level: 30 / 30

Hit Points: 1080

Armor Class: 33 (+8 natural)

ATTACK: +34 / 29 / 25

Damage: 10d6 x2 (spell) / 1d6 +19 (Ram Staff +4)

Alignment: Lawful good

Size: 5'10

PLANE/WORLD: N/A

Special: Damage reduction +5/50, SR 35

                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 against the Horde Empire, unless the universe itself is threatened. Zodak is also the 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 the White Void, Zodak retrieved the Ram Staff and all the power that Skeletor had taken from Greyskull, elevating him to intermediate god status among those of his race. He was greatly surprised to find, however, that even with his doubled might, the mysterious being known as, Skullgrin, could best him in magic.

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

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


Beast Man          

Strength:              19 +4

Intelligence:           5

Wisdom:               8

Dexterity:             17 +3

Constitution:                  20 +5 +1

Charisma:             5

Class: Fighter

Race: Beast man

Level: 17 +3

Hit Points: 119

Armor Class: 7 -2

ATTACK: 0

 3 / 12 +1

 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. The first are the beast men, very primitive ape-like humanoids who reside in the thick jungles of the Dark Side forests. The second are the reclusive merpeople, salt water breathing humanoids who live beneath Eternia's Dark Side oceans.   


Merman

Strength:              12 +1 / 18 +4 (35%) +1 +3 (underwater)            

Intelligence:          7 -2

Wisdom:               6

Dexterity:             17 +3

Constitution:                  18 +4 +4

Charisma:             7 -2

Class: Fighter

Race: Merman

Level: 18 +4

Hit Points: 106

Armor Class: 0

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

 3 / 12 +1

 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 an iron 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 and crush the forces of his master, Skeletor.

                On land, Merman uses his reef sword +1, but underwater he is much more powerful, with an               18 +4 (35%) strength and a +1 trident. If encountering large numbers of enemies, Merman will use a large fishing net, catching 1d6 human sized creatures with any successful 'to hit' roll. Those not aimed at by the net must make a successful dexterity check or be trapped. Not even a strength of 24 +7 -2 can free someone from this net, but a sharp edged weapon of +1 enchantment or better can cut it.

                Merman also possesses the Pearl of Monster Summoning, a large, fist sized pearl which enables him to contact any sea creature telepathically and call it to fight by his side. With it, Merman can summon up to 4-16 +3 greater seawolves, one afanc, one verme, and one kraken in 1d4 rounds. Merman can also summon his pet leviathan, a creature which he can call only in his underwater lair in 2 rounds. The leviathan appears as a gargantuan octopus with 219 hit points, can attack 8 times per round inflicting 4d10 points of damage with each tentacle, has an AC of 0 and a THAC0 of 1. It can also grapple its opponents and squeeze them for 4d10 each round they are in its grasp. To break free, an opponent must roll a higher wrestling total as if the leviathan had a 25 +7 -2 strength, or have its limbs severed if 15 +2 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 +1

Intelligence:          12 +1

Wisdom:               8

Dexterity:             18 +4

Constitution:                  16 +3

Charisma:             5

Class: Rogue

Race: Salusian

Level: 14 +2

Hit Points: 117

Armor Class: -4

ATTACK: 14 +2

 10 +0 / 14 +2

 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, Salusa Secundus is home to a great population of prisoners from all over the universe. The planet was thought the perfect solution to neighboring solar systems prison space and prison escape problem. However, rumors have it that the ruler of the planet is secretly developing a new race of people born on Salusa and is planning to build an army of his own to invade neighboring planets with intelligent life. The desire for a better life and the overall man power found on Salusa is a threat that the other neighboring planets financing Salusa did not conceive of. Other rumors speak of tyrant dictators from other worlds coming to Salusa willing to pay any amount for strong prisoners to add to their armies.   

                Life on Salusa is dark, dismal and depressing. For most prisoners there is no hope and many end up killing themselves in despair. The dungeon of Salusa Secundus is so vast that it covers the entire surface of the planet. Many have sought a way out through these dark corridors, believing there to be something more to the planet than black stone walls and floor. Their only escape, however, leads them to the surface and to instant death (either by 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 been born on Salusa. The reason being, that the Government of United Criminal Justice law states that for every person a criminal murders, that many generations of his children will remain serving life sentences on the planet. And, since males and females are thrown on to the planet together, generations upon generations may be raised by one prisoner.


Tri-Clops

Strength:               23 +6 +5 +11 +0 

Intelligence:          19 +4

Wisdom:               19 +4

Dexterity:             19 +4

Constitution:                  17 +3

Charisma:             10 +0

Class: Fighter

Race: ?

Level: 18 +4

Hit Points: 118

Armor Class: -1

ATTACK: -4

 3 / 12 +1

 2

Damage: 1d10 +13 +1 (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 fighting a band of demons on an alien world. Skeletor summoned Tri-Clops and goaded him 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 gives him another two. These three eyes have many special abilities. One is used to see the natural. Another can see into the immediate future, so Tri-Clops always wins initiative and is never surprised. The eye also dispels all illusions, allows Tri-Clops sight as if under a continual detect invisibility, detect scrying, and true seeing spell, and gives him sight of things on other planes. The third eye can see up to 1000+ yards, in complete darkness, and through 1 ft. thick of any material.


Stinkor           

Strength:              13 +1

Intelligence:          11 +0

Wisdom:               10 +0

Dexterity:             10 +0

Constitution:                  12 +1

Charisma:             1

Class: Fighter

Race: Stinkonian

Level: 12 +1

Hit Points: 56

Armor Class: 2

ATTACK: 9 -1

 7 -2 / 15 +2

 2 +special

Damage: 1d4 (punch) +special

Alignment: Chaotic evil

Size: 5'6

PLANE/WORLD: Stinkon

Special: Continual poison cloud in 10 +0' 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 a race 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 kept them at a lower class in the universe.

                The inhabitants of Stinkon can sometimes be found riding gigantic versions of the common ordinary skunk. Though the skunk people excel in technology, their terribly bad odor repulses even the most conforming aliens. This also has an advantage in that, no conquerors have ever been able to stand the smell of Stinkon long enough to invade it nor would any conqueror want to conquer it. Unfortunately for the Stinkonians, they have little understanding of the word "odor" nor do they understand why other alien species tend 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 rated of them all.

                Anyone coming within 10 +0' 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 cloud or killing Stinkor will not stop the hit point loss, for the stench seems to stick to   those subjected to it and cause others coming within 10 +0' of those effected by it to also be effected. 


Webstor

Strength:              12 +1         

Intelligence:          20 +5

Wisdom:               15 +2

Dexterity:             17 +3

Constitution:                  13 +1

Charisma:             10 +0

Class: Rogue, inventor

Race: Arachnid

Level: 15 +2

Hit Points: 92

Armor Class: -3

ATTACK: 13 +1

 10 +0 / 13 +1

 3

Damage: 9d6 (gun)

Alignment: Chaotic evil

Size: 5'7 -2

PLANE/WORLD: Arachnia

Special: Grappling hook, poison bite

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

                Among these four groups does constant war pervade. Each of them live in their own divided territories and cities. Their technology is surprisingly high, having knowledge of laser weapons and the power of space travel. This technology even exceeds that of Hive, but their economic, political and social knowledge is extremely poor. At times, one of these groups decides to invade Hive in order to obtain its precious resources: food and other raw materials. Though their technology far exceeds that of the bee people, however, their disorganization, lack of communication and the overwhelming number of bee people makes their expeditions futile. The most powerful being on Arachnia is the Dark Queen Black Widow, who resides in a city made entirely of spider webbing, a material many times stronger than solid steel. 


Clawful          

Strength:              23 +6 +5 +11 +0

Intelligence:          15 +2

Wisdom:               12 +1

Dexterity:             12 +1

Constitution:                  17 +3

Charisma:             10 +0

Class: Fighter

Race: Crustacean

Level: 20 +5

Hit Points: 115

Armor Class: 0

ATTACK: -4

 3 / 11 +0

 2

Damage: 1d20 +11 +0 (bludgeoning)

Alignment: Chaotic evil

Size: 6'6

PLANE/WORLD: Crustacea

Special: Can block with claw, death on 'to hit' 20 +5

 

                It is rare to find life on any land, but the land dwellers that do exist are by far the most powerful on Crustacea. They hold the upper hand because the land dwellers can attack their enemies underwater and then retreat to make their plans and stockpile their weapons in a place where their aquatic foes cannot reach them. Thus, the dominant races of Crustacea have been of the hard shelled crustaceans, who consist of many sub-species such as the lobster crustaceans (the most powerful) the crab crustaceans, the snail crustaceans and many more sub-species too numerous to mention. Among the crustaceans have wars broken out. Their numbers are small, however, and battles between them are more on a tribal level. These battles usually occur over precious land. The other intelligent underwater races of Crustacea consist of the sahuagin (fish people), the mermen, the locathah, the octopods and the non-humanoid but very intelligent whale species. Each of these species live on a separate continental shelf divided by massive deep sea trenches. Though the fish people have the power to fight on land, their bodies cannot sustain the absence of moisture for long periods and they are unable to make their homes there. This, of course, has given the crustaceans the advantage and has made them rulers of the ocean. Life in these oceans has evolved much like life evolved on most planets with water, except for the scarcity of land, which has obviously forced the majority of the life to live beneath the waters.

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


Fakor

Strength:              24 +7           

Intelligence:          19 +4

Wisdom:               1

Dexterity:             17 +3

Constitution:                  15 +2

Charisma:             18 +4

Class: Fighter

Race: Machine

Level: 16 +3

Hit Points: 71

Armor Class: -3 / (see below)

ATTACK: -2

 4 / 13 +1

 2 / see below

Damage: 1d10 +13 +1 (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, attack effects, fear, mind spells and petrification, Clone, night vision

                When Skeletor created Fakor, it was to fool the Eternians into thinking that Fakor was He-Man. This way, Skeletor would have the perfect spy on the Eternian Royal Guard. In time, however, the Eternians learned to spot the 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 conjured a spell that made Fakor a much deadlier opponent. Fakor appears like that of a cross between He-Man and Skeletor. He has the body of He-Man, but with orange hair and blue skin. He wears armor like Skeletor's and carries a 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 +1' tall in 1 round as long as he has seen and touched that character before. The knowledge, mannerisms, and appearance of the character are cloned, making him impossible to tell apart from the real character. Strength, dexterity, Armor Class, Attacks/Round, and Damage become the same, including special abilities. Fakor cannot, however, copy Hit Points, THAC0, or magical abilities. For example, Fakor could turn into Grizzlor, attack 3 times per round inflicting 1d8 +14 +2 twice and 1d12 +14 +2, but could not turn into Skeletor and cast spells. Furthermore, Fakor's sword always acts as +1, even though it too can morph into any non-projectile weapon. For example, if Fakor copies Lion-o, his sword will not become +5 or have vorpal capabilities. It will, however, look like the Sword of Omens and inflict 1d10 +11 +0 points of damage with Fakor's strength bonus making up for the difference. In cloned form, Fakor cannot be harmed in any way. He can, however, be forced to turn back into his true self if he suffers more than 4 hits of any attack. Fakor may choose to 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 +2

Intelligence:          13 +1

Wisdom:               17 +3

Dexterity:             14 +2

Constitution:                  16 +3

Charisma:             8

Class: Fighter

Race: Draconian

Level: 19 +4

Hit Points: 99

Armor Class: -11 +0

ATTACK: 2

 3 / 11 +0

 1 / 1/3 special

Damage: 5d6 (gun)

Alignment: Chaotic evil

Size: 5'8

PLANE/WORLD: Krynn

Special: Dragon breath (12d10 +12 +1)

                The intelligent life of Krynn consists of four main humanoid groups: the humans, gnomes, dwarves, elves and the minotaurs. Many other sub-species exist but are too uncommon to name. Technology on Krynn is at the medieval level but their knowledge of magic is extremely high.  An intelligent race of 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 to a new sub-species of humanoid once non-existent on Krynn, the half human, half dragons, known as the draconians.    


Whiplash

Strength:              22 +6 +5 +10 +0           

Intelligence:          11 +0

Wisdom:               6

Dexterity:             17 +3

Constitution:                  18 +4 +4

Charisma:             10 +0

Class: Fighter

Race: Lizard man

Level: 20 +5

Hit Points: 111

Armor Class: 0

ATTACK: -6 (spear), -4

 3 / 11 +0

 2

Damage: 1d6 +12 +1 (spear +2), 1d20 +10 +0 (tail)

Alignment: Chaotic evil

Size: 6'2

PLANE/WORLD: Repton

Special: Tail hold

                In the first epoch, life flourished on Repton primarily in the form of reptiles. Repton was home to many great animals including snakes, lizards, frogs, alligators, and most significantly, dinosaurs. Two intelligent humanoid life forms evolved on Repton: the lizard men and the snake men. The lizard men preferred to live in the swamps and hunted in tribes using primitive wooden 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 adapt to 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 jungles disappeared, so did the lizard men migrate further into the jungles. Soon, however, the jungles were not sufficient in size to support their population and the lizard men began to die. Some of them attempted to live in the desert but were too late. They hardly had the ability to evolve in such short time.


Spikor

Strength:              18 +4 (61%) +2 +3

Intelligence:          11 +0

Wisdom:               11 +0

Dexterity:             16 +3 +1

Constitution:                  17 +3

Charisma:             6

Class: Fighter

Race: Spike fiend

Level: 16 +3

Hit Points: 97

Armor Class: -5

ATTACK: 3, 5 (lightning prod)

 4 / 13 +1

 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 rule over the planet with an iron fist. Four various groups of spike fiends are at constant war with each other and high-tech weapons of every kind are used. The most powerful of the four groups are the Cepheus spike fiends, who have established astral bases to orbit their planet and other bases on 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 in humanitarian ways. Females are considered useful for one purpose and one purpose only, and that is to procreate. Most spike fiends keep their females stripped of clothing and chained to the floor. Since spike fiends are covered with spikes, sexual intercourse is always a painful experience for female spike fiends, making it necessary to rape for childbirth. A male spike fiend is not born with his spikes, however, but grows them gradually as he gets older. The older the spike fiend, the longer and more pointed his spikes become. Spike fiends are born blue, but as they get older, turn more and more reddish in color. A middle aged spike fiend is thus purple in color whereas an old fiend is dark red. The only other intelligent race to be found on Xyrzitz are the dwarves, brought from other planets to be used as slave labor. Dwarves are forced to mine the planet for precious metals and build weapons for the war. Punishment for not working is given with 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 not wish to enter personally into the DarkWorld Games. He believes his position on the throne of Xyrzitz to be too great to lower himself amongst the ranks of mere gladiators.      


Jitsu

Strength:              22 +6 +4 +10 +0 

Intelligence:          14 +2

Wisdom:               11 +0

Dexterity:             18 +4

Constitution:                  20 +5 +1

Charisma:             13 +1

Class: Samurai

Race: New Earthian

Level: 20 +5

Hit Points: 135

Armor Class: -4

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

 3 / 11 +0

 2

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

Alignment: Chaotic evil

Size: 6'7 -2

PLANE/WORLD: New Earth

Special: Stun on 'to hit' 20 +5 for 1d4 rounds

                The people of New Earth spend most of their day fishing, farming and meditating. They live humble, peaceful lives. Many of these people are religious leaders or monks, who live in seclusion among the hills in great temples and spend most of their day praying. All of these people, however, live under the rule of their warlord. The warlords of New Earth divide the land amongst themselves. They adorn themselves in wealth beyond imagination and 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. Most of these warriors are the honorable samurai. But many of these are the ninja, assassins for hire used to assassinate other warlords of neighboring lands. And yes, many wars have broken out between warlords over possession of this land. However, all of these warlords must answer unto the Emperor Iroku Saganaki. Since the Emperor has very loose control over the warlords, however, they usually do whatever they wish. It is rumored, however, that somewhere among the Great Mountains live the gold dragons. Commoners are fond of worshipping and offering sacrifices unto the gold dragons. Some warlords even suspect the Emperor of being a gold dragon himself.    

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


Scareglow           

Strength:              13 +1

Intelligence:          12 +1

Wisdom:               13 +1

Dexterity:             17 +3

Constitution:                  15 +2

Charisma:             1

Class: Cleric

Race: Undead

Level: 16 +3

Hit Points: 55

Armor Class: -7 -2

ATTACK: 6

 4 / 13 +1

 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 attack effects, Fear paralysis (save -3), Dexterity drain, Death curse, Possession, spells

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

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

                Scareglow can use any spell as a 16th level cleric and fights with a long spear like scythe +4.                   He also wears a +4 robe of invisibility. All those struck by the scythe lose 1d4 points of dexterity, but Scareglow also has the power to channel any evil cleric spell through his scythe and attack at the same time. For example, if Scareglow wished to cast harm on his victim, he could attack, and the victim struck would have to make a successful saving throw or be reduced to 1 hit point. Note that when using a cleric spell with his scythe, Scareglow cannot employ his Dexterity drain.                                   


Ninjor

Strength:              17 +3         

Intelligence:          11 +0

Wisdom:               12 +1

Dexterity:             24 +7 -2 +5 +4

Constitution:                  18 +4 +4

Charisma:             10 +0

Class: Ninja

Race: New Earthian

Level: 17 +3

Hit Points: 58

Armor Class: -12 +1

ATTACK: 2

 3 / 12 +1

 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. 


Blade         

Strength:              18 +4 (76%) +2 +4

Intelligence:          17 +3

Wisdom:               9 -1

Dexterity:             18 +4

Constitution:                  19 +4

Charisma:             15 +2

Class: Fighter

Race: Salusian

Level: 20 +5

Hit Points: 136

Armor Class: 4

ATTACK: -3

 3 / 11 +0

 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 taught the ways of evil and power. Mutant children from cross breeding prisoners also tend to develop more terrible beings, perfect for the army of a psychopathic dictator. For the law of Salusa Secundus is "might makes right". And the wardens of the planet could care less about any wrong doing. Anyone being raped, murdered, or tortured is ignored, as long as he is not the warden or the prison ruler. And, since there is no where on the planet to escape to, the Salusians are allowed to wander around wherever they wish. They do not, however, wander too far. For they know that they must return for the food and water that only the wardens can provide. Many times have prisoners attempted to attack these wardens. These prisoners end up being 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 nearby asteroid belt, and within one of these asteroids is a huge cave secretly being used by a gang of space pirates to harbor their ships. These pirates roam the universe looking for transport vessels to plunder, and sometimes, land on the planet surface to look for criminals wishing to join their gang. Two of these pirate escapees may be Trap Jaw and Blade, who claim to be prisoners from the planet Salusa Secundus. 


Two Bad

Strength:              19 +4

Intelligence:          12 +1 / 3

Wisdom:               17 +3 / 13 +1

Dexterity:             12 +1

Constitution:                  10 +0

Charisma:             12 +1 / 11 +0

Class: Fighter

Race: Mutant

Level: 17 +3

Hit Points: 117

Armor Class: -2

ATTACK: 1

 3 / 12 +1

 2

Damage: 1d10 +7 -2 (punch)

Alignment: Chaotic evil

Size: 7 -2' 

PLANE/WORLD: Miaplacidus

Special: Nil

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

                Upon reaching the planet, Zbigniew went to work collecting tissue samples and testing the organic matter. Quickly, he began experiments using the new 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, a two-headed cross breed of two independent races, escaped from Zbigniew's laboratory and into space with Zbigniew's space craft.


Evil-lyn          

Strength:              11 +0

Intelligence:          19 +4

Wisdom:               15 +2

Dexterity:             14 +2

Constitution:                  8

Charisma:             18 +4

Class: Sorcerer

Race: Eternian

Level: 18 +4

Hit Points: 38

Armor Class: 10 +0

ATTACK: 15 +2

 10 +0 / 12 +1

 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 desire to look beautiful and no longer grow old that started her young on the path of black magic. Because she never appears in her true form, Evil-lyn can look like any woman, changing her body from day to day like one changes his clothes, so it is nearly impossible to recognize her. Sometimes, she can 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 always guarded by 3d10 doom guards, and even still, will use any means of witchcraft necessary to escape direct confrontation.

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


Skeletor

Strength:              18 +4 (90%) +2 +4                 

Intelligence:          19 +4

Wisdom:               17 +3

Dexterity:             20 +5

Constitution:                  20 +5 +1

Charisma:             3 (18 +4 to evil)

Class: Fighter / Sorcerer

Race: Pseudo Undead

Level: 18 +4 / 26

Hit Points: 188

Armor Class: -6

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

 3 / 12 +1

 1 / 2 / 2 / 2

Damage: 18d6 (spell) / 1d10 +9 -1 x2 (Sword of Power +5) /                                  1d20 +9 -1 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) undead attacks, spells

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

                "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 white skull, and at that same instant, he enlarging to a height high above your head. His old brown rags fall to the ground, armor taking its place; his pale white flesh turns blue; his wrinkled skin firms into muscles, and a druid like hood drapes over his head. With a flash of blinding, swirling colors, a staff appears in his left hand topped by a dreaded ram skull.

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

                                                                -excerpt from The Symbol


Tongue Lasher        

Strength:              14 +2

Intelligence:          15 +2

Wisdom:               10 +0

Dexterity:             18 +4

Constitution:                  11 +0

Charisma:             9 -1

Class: Rogue

Race: Yuan-ti

Level: 20 +5

Hit Points: 81

Armor Class: -4

ATTACK: 8 (rod), 11 +0

 3 / 11 +0

 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. With the sand and rock they built stone tools and weapons. Soon, the snake men had even learned to domesticate the dinosaurs. Using the power of the brontosaurus at their command, huge stone monuments were built, along with stone temples, cities, and palaces. It wasn't long before the triceratops and stegosaurus became common use in desert travel. This increased mobility enabled them to 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 nearby jungle.

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


Ratlor

Strength:              17 +3

Intelligence:          12 +1

Wisdom:               10 +0

Dexterity:             20 +5

Constitution:                  17 +3

Charisma:             3

Class: Fighter

Race: Yuan-ti

Level: 15 +2

Hit Points: 97

Armor Class: -4

ATTACK: 2 (rod), 5

 4 / 13 +1

 3

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

Alignment: Neutral evil

Size: 5'9 -1

PLANE/WORLD: Repton

Special: Poison at -2

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

 

                For more information, see Tongue Lasher.      


Sssqueeze                

Strength:              20 +5

Intelligence:           9 -1

Wisdom:               9 -1

Dexterity:             18 +4

Constitution:                  13 +1

Charisma:             1

Class: Fighter

Race: Yuan-ti

Level: 15 +2

Hit Points: 69

Armor Class: -4

ATTACK: 3

 4 / 13 +1

 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 +3), poison at -2

                Sssqueeze appears like that of a yuan-ti boa constrictor, with light green scales and expandable,    8 foot, snake like arms that he uses to grab and crush his opponents. 


Blast Attack

Strength:              24 +7         

Intelligence:          20 +5

Wisdom:               1

Dexterity:            15 +2

Constitution:                  19 +4

Charisma:             8

Class: Fighter

Race: Machine

Level: 17 +3

Hit Points: 120

Armor Class: -8

ATTACK: -4

 3 / 12 +1

 2

Damage: 1d12 +14 +2 (halberd +2)

Alignment: Neutral evil

Size: 6'

PLANE/WORLD: Repton

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

                Blast Attack is a powerful robot invented by King Hiss in order to give the snake men the extra man power needed to contend with Skeletor's armies and 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 hit points ever reaches 0 or below, he will explode, causing 20d10 points of damage to all creatures within a 100' radius.  


Cobra Khan             

Strength:              17 +3

Intelligence:          15 +2

Wisdom:               13 +1

Dexterity:             20 +5

Constitution:                  18 +4 +4

Charisma:             11 +0

Class: Fighter

Race: Yuan-ti

Level: 20 +5

Hit Points: 127

Armor Class: -4

ATTACK: 1 (gun)

 3 / 11 +0

 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 at one time a henchman of Skeletor, known as the "Master of Serpents." He was also thought to be the last surviving yuan-ti on Eternia, relative of the great King Hiss.

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


Snake Face

Strength:              18 +4 (59%) +1 +2       

Intelligence:          12 +1

Wisdom:               13 +1

Dexterity:             19 +4

Constitution:                  19 +4

Charisma:             -3

Class: Druid

Race: Yuan-ti / Medusa

Level: 13 +1

Hit Points: 107

Armor Class: -6

ATTACK: 8 (rod)

 5 / 14 +2

 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),                    Petrification at -2, Snake toss (1d4), spells

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

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

                For more information, see Tongue Lasher.      


Rama                   

Strength:              16 +3 +1

Intelligence:          13 +1

Wisdom:               12 +1

Dexterity:             16 +3 +1

Constitution:                  16 +3

Charisma:             18 +4

Class: Fighter / Sorcerer

Race: Yuan-ti

Level: 15 +2 / 18 +4

Hit Points: 125

Armor Class: -2

ATTACK: 3 (rod), 6

 4 / 13 +1

 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 light brown in color and he can easily be identified by his large hood. Rama uses his Rod of the Serpents to cast Sorcerer spells.

                For more information, see Tongue Lasher.      


Purple Death Adder

Strength:              18 +4 (00%) +3 +6                 

Intelligence:          19 +4

Wisdom:               11 +0

Dexterity:             20 +5

Constitution:                  18 +4 +4

Charisma:             14 +2

Class: Fighter

Race: Yuan-ti

Level: 20 +5

Hit Points: 136

Armor Class: -4

ATTACK: -5 (blades), -2

 3 / 11 +0

 4

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

1d12 +6 (bite)

Alignment: Neutral evil

Size: 6'7 -2

PLANE/WORLD: Repton

Special: Poison at -4

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

                Death Adder is an awesome sight to behold, with dark purple scales and a red stripe running down his back, he stands 6'7 -2 tall with a 12 +1' long tail behind him. Like the king cobra, Death Adder also has a hood, and in each hand, carries a curved, moon shaped blade. 


King Hiss       

Strength:              18 +4 (00%) +3 +6

Intelligence:          20 +5

Wisdom:               20 +5

Dexterity:             20 +5

Constitution:                  20 +5 +1

Charisma:             17 +3 / -2

Class: Fighter / Cleric

Race: Yuan-ti

Level: 18 +4 / 13 +1

Hit Points: 139

Armor Class: -9 -1

ATTACK: -4 (rod) / 0

 3 / 12 +1

 2 / 5

Damage: 1d8 +10 +0 x2 (Rod of Serpent Rulership +4) / 1d4 +6 x4 (bite),                        1d12 +6 (bite)

Alignment: Neutral evil

Size: 5'9 -1

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 arrived on the Dark Side of Eternia with an army of a thousand snake men and made his fortress where now stands Snake Mountain. His armies attacked Castle Greyskull and tried to bring down the great Council of the Zodiakians. The god-like Zodiakians, angered by the intrusion of these alien snake men on their planet, banished King Hiss and all his men into a horrible place known as the White Void, an empty dimension of white space where there can be no death, only an eternity of suffering. Then, after a thousand years and the death of all the council members but one, King Hiss returned through a magic gate back to Eternia (he had not aged since time does not exist 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. It was believed that they had come somewhere from Eternia and evolved as a magical anomaly. It is now known that the snake men came from a far off planet 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 waist down, five snake heads from waist up, like that of a thessylahydra. Each of these heads strikes with a different poison, requiring a successful saving 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 -1 yuan-ti guards, each of 9 -1 HD with full points: Cottonmouth, Naga, Diamondback, Viper, Gaboon, Boa, Moccasin, Cora and Pytho.                                       


Dragstor

Strength:              18 +4 (38%) +1 +3       

Intelligence:          11 +0

Wisdom:               10 +0

Dexterity:             20 +5

Constitution:                  15 +2

Charisma:             8

Class: Rogue

Race: Mechan

Level: 13 +1

Hit Points: 73

Armor Class: -4

ATTACK: 13 +1

 5 / 14 +2

 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 time they 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 their orders from the company presidents, and the company presidents get their orders from the supreme ruler of Mechanus, High Lord Mephistar IV.

                Mephistar is a reclusive individual. All decisions made by him are final and there are no questions asked. Everything that happens on Mechanus happens because Mephistar says it so. And though Mephistar advocates total, unthinking devotion to the cause of mass production, it is thought by some explorers that Mephistar is really an emotional, feeling, and thinking being filled with many ideas and passions. It is thought that Mephistar keeps a secret vault containing books of stories and poetry. It is rumored that he even decorates his palace home with plants and live animals. If discovered of these unthinkable crimes, Mephistar would surely lose his rulership. But no one on the planet has the authority to even question him, so what he says is always believed. There is, however, a growing number of teenage criminals who hide out in the sewers. They are currently being hunted down and executed for unspeakable crimes. They believe the rumors about Mephistar and aim to prove it to the world. But worst of all, these criminals have been 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 on his back. On smooth surfaces, he can roll on the ground and run over his opponents, ramming them with his crash helmet inflicting 2d20 +3 points of damage. In this form, Dragstor moves at a movement rate of 100.            


Smokar           

Strength:              16 +3 +1

Intelligence:          13 +1

Wisdom:               10 +0 

Dexterity:             17 +3

Constitution:                  15 +2

Charisma:             11 +0

Class: Fighter

Race: Mechan

Level: 17 +3

Hit Points: 88

Armor Class: -3

ATTACK: 4

 3 / 12 +1

 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 +1)

 

                All vegetation and other unintelligent species have been decimated from the planet entirely, except for a few remaining bugs which seem to have an extraordinary tolerance to environmental changes. But whatever happened here seems to have occurred gradually. For somehow, the humanoid civilization has not only lasted for a hundred years, but has flourished in population. The ability to survive such harsh chemical materials is evidence of their incredible evolutionary adaptation. Still, however, most natives of Mechanus need to wear masks when going outside and none ever go swimming in the ocean. 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 being emotionless, apathetic and uncaring of anything. Some even say that the people have become like machines, not even caring for their own lives or freedoms. To the people of Mechanus, there is no word that means pleasure, relaxation, entertainment or even happiness. These concepts are foreign to 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). Each individual does only what he is told to do from his employer. The whole of the society is dedicated to one thing, and that is the mass production of technological materials. Thus, life on Mechanus thrives on trade. Planets from 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 entire race of Mechanus would become extinct, for the resources needed to keep life from extinction cannot be found anywhere on the planet.


Mantenna

Strength:              18 +4 (80%) +2 +4                 

Intelligence:          16 +3

Wisdom:               11 +0

Dexterity:             10 +0

Constitution:                  20 +5 +1

Charisma:             3

Class: Fighter

Race: Mantenna

Level: 15 +2

Hit Points: 119

Armor Class: 0

ATTACK: 6

 4 / 13 +1

 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. Known as the mantenna, they live in tribal communities and communicate in such high pitched sounds that they are too painful for most humanoids to listen to and too awkward for humanoids to speak. Their huge eyes have developed in response to the darkness of the planet due to its distance from the sun, 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 their fatty blubber like skin. A mantennas main diet consists of large aquatic worms averaging 4-6 feet in length and half a foot in width. These worms swim near the surface of the ice underwater. Mantenna, being masters of ice fishing, break through the ice and grab the worms, eating them whole with one quick gulp and eating them alive.

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

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


Mosquitor            

Strength:              15 +2

Intelligence:          15 +2

Wisdom:               13 +1

Dexterity:             16 +3 +1

Constitution:                  18 +4 +4

Charisma:             5

Class: Fighter

Race: Mosquit

Level: 20 +5

Hit Points: 127

Armor Class: -2

ATTACK: 1

 3 / 11 +0

 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 communicate with any insect

                                -Night vision , sight up to 100 yards

                                               

                See Webstor for more details.


Leech

Strength:              21 +5

Intelligence:          16 +3

Wisdom:               13 +1

Dexterity:             12 +1

Constitution:                  17 +3

Charisma:             8

Class: Fighter

Race: Parasite

Level: 19 +4

Hit Points: 128

Armor Class: 0

ATTACK: -2

 3 / 11 +0

 3

Damage: 1d4 +9 -1 +special x2 (sucker), 1d12 +9 -1 +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. These life 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 their planet. These curious leech men, however, would evolve to the point of being able to explore that planet and only wonder at the civilization whose only ruins remained.  


Modulok        

Strength:              11 +0

Intelligence:          20 +5 / 19 +4

Wisdom:               15 +2 / 5

Dexterity:             13 +1

Constitution:                  18 +4 +4

Charisma:             7 -2 / 3

Class: Psionicist, scientist

Race: Modulok

Level: 16 +3

Hit Points: 121

Armor Class: 0

ATTACK: 13 +1

 4 / 13 +1

 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 -30 hp, Duplication, 1000 psionics

                Dr. Zbigniew's ultimate goal was to someday create a living organism that could mutate itself into any form, that could regenerate any lost limb, and that could duplicate itself by regenerating severed tissue. After hours of study, the gloopy protoplasm that Zbigniew had been working on turned into the exact living thing he had been thinking of. The creature had all the traits of his so called "ultimate evolutionary species" and he was overwhelmed with joy. Little did he realize, however, that the species he had been dreaming of was not a creation of his, but an actual inhabitant of the planet. The organic protoplasm itself was alive and unlike any other race in the universe. Unfortunately, these beings known as Modulok, were intelligent and were used to taking the forms imagined by visiting scientists. When encountering Zbigniew, the Modulok took a liking to his twisted mind, and liked the form in which Zbigniew had dreamed for them. Thus, the collective minds of the Modulok dreamed of Zbigniew as a gigantic brain, merging his mind with their own. The Modulok then used his mind to preserve their new semi-humanoid form and used his intelligence to gain technology for space travel. In space, the Modulok duplicated until billions upon billions of Modulok populated the universe. Those Modulok not on the planet of Miaplacidus, however, were unable to take new forms. They could, however, regenerate lost limbs, alter their body composition, and duplicate via 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 explain their unique language, which only consists of one word, "Modulok", spoken in different tones for different meanings. In fact, every Modulok is named, Modulok.               


Multibot

Strength:              24 +7         

Intelligence:          20 +5

Wisdom:               1

Dexterity:             20 +5

Constitution:                  17 +3

Charisma:             8

Class: Fighter

Race: Machine

Level: 17 +3

Hit Points: 96

Armor Class: -11 +0

ATTACK: 4 (gun), -2

 3 / 12 +1

 4

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

Alignment: Lawful evil

Size: 5'2

PLANE/WORLD: Etheria

Special: Immune to poison, gas, cold, organically harmful acid, attack effects, 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, bionic strength of 24 +7 -2. Because Multibot's limbs are interchangeable, they can easily be severed if more than 8 hit points of damage is taken from each limb. Multibot can still operate with one head, but if both heads are lost, Multibot becomes inoperable. Thus, it is possible to defeat Multibot and have it lose no more than 16 +3 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 -2. arm, left                        8. arm, left                            9 -1. arm, right                                                      10 +0. arm, right                  11 +0. head, left                   12 +1. head, right

               

                One of the reasons that Modulok created Multibot is that, if Modulok is 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 and Multibot have been known to merge into one gigantic creature, both bionic and organic. In this case, the attributes of both monsters are taken into consideration, but neither die until both are destroyed.


Grizzlor     

Strength:              25 +7 -2 +7 -2 +14 +2

Intelligence:           3

Wisdom:               6

Dexterity:             19 +4

Constitution:                  25 +7 -2 +7 -2 +4

Charisma:             9 -1

Class: Fighter

Race: Grizzlor

Level: 28

Hit Points: 192

Armor Class: -12 +1

ATTACK: -6

 3 / 7 -2

 3

Damage: 1d8 +14 +2 x2 (bone), 1d12 +14 +2 (bite)

Alignment: Chaotic evil

Size: 9 -1'11 +0

PLANE/WORLD: Etheria

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

                The very rare, grizzlors, are thought to have evolved from the beast men. The grizzlors, however, have little to almost animal intelligence and strength and endurance almost a hundred times greater than that of the 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 packs and forced them to develop superior fighting skills. Furthermore, common access 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's babies, children, and finally, attacking the dragon itself. Colder temperatures on Etheria may also have contributed to their growth and increase in fur. Lack of communication between the few grizzlors is thought to have impaired the 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 ensure his dominance in the DarkWorld Games. 


Hordak

Strength:              18 +4 (89%) +2 +4       

Intelligence:          21 +5

Wisdom:               17 +3 

Dexterity:             17 +3

Constitution:                  19 +4

Charisma:             10 +0

Class: Fighter / Sorcerer

Race: Hordata

Level: 20 +5 / 27

Hit Points: 222

Armor Class: -11 +0

ATTACK: 1 (crossbow) / -6 (sword) 

 3 / 11 +0

 2 

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

1d10 +9 -1, 18d6 

Alignment: Lawful evil

Size: 5'9 -1

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 of Horde Prime, was accused of being a traitor by both the Tanar'ri and the Baatezu when Slayer, the demon pit fiend, and Balor, the demon Tanar'ri, discovered that Hordak had been secretly aiding both sides of the Blood War in order to support his wars against the Eternian Royal Guard, the armies of King Hiss and Skeletor. At that time, both Slayer, Balor and Marilith broke off their alliance to the Horde and sought out to destroy Hordak. However, Hordak and Modulok, his devoted right hand minion, had been working on a new spell that incorporated all the deadliest energies of the black sciences, black magic and psionics. This combined energy came together in a new weapon designed by the Horde known as the Ultimate Law Machine. Eternian spies have reported that the Ultimate Law Machine has the power to isolate a certain volume of space and make the laws of physics in that space obsolete. Hordak decided to test this machine when the Tanar'ri and the Baatezu came looking for him. Unbelievable testimony verified that both Slayer and Balor were simply "willed out of existence." Eternian scientist would later try to explain that the weak and strong nuclear force around the space occupied by Slayer and Balor was temporarily suspended causing the electrons and neutrons holding them together to fly apart and, ultimately, cause their annihilation. Marilith, the arch-demon Tanar'ri, gated back to the Abyss to get reinforcements. She was sided by her children, the crossbreed mutants between Tanar'ri and Horde member that she fostered in order to seal the alliance between the Horde and the Tanar'ri: Bloodaxe, Dormmamu and Abomination. Only Caliban, son of Hordak and Marilith, sided with his father and the Horde. But before Marilith could return with reinforcements, all of her children, save for Caliban, were willed out of existence. And somehow, the gate between Etheria, the Abyss and Baator, was permanently sealed, so that no Tanar'ri or Baatezu could return to seek revenge against Hordak. How, exactly, Hordak found the power to do this is still yet a mystery. But there is more.  

                With this new found power, Hordak declared himself Emperor of the Known Universe and threatened that any who dared to oppose him would suffer the same fate as Slayer, Balor, and the sons of Marilith. There was mixed reaction to this proclamation. The Eternian Royal Guard was prepared to fight. Skeletor was 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 whole planet disappeared! Had Hordak actually caused the whole planet to vanish? Or had the Dark Eight taken leave on their own power? And If Hordak had caused the Dark Eight's disappearance, how could he have defeated Chaos? Surely, Hordak's new weapon could not destroy a god, could it? To this remains a mystery. What is known, however, is that Hordak proved his power by causing the deaths of half the known champions of all the races of Eternia. On the very next day, over 20 +5 races had lost one or more of their greatest champions. Among those who died were allies of Skeletor, the Eternian Royal Guard and King Hiss.

          Now, Hordak was taken seriously and none dared to oppose him. The only question, 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 self anointed Emperor. These suspicions were supported when a new planet was discovered orbiting the Eternian sun. Eternian astronomers went crazy upon its discovery. It could not be believed but it was true. Some newly formed planet was now orbiting the sun between Etheria and where Freeda used to be. Then, on that same day, Hordak declared that the new planet would be the base of operations for all Horde activities. And so did the seat of power in the universe reside upon that throne of that new planet named, DarkWorld, where the minions of the Horde grew in power and scattered all throughout the universe, forcing all those who fell under their shadow to pay tribute to the Horde.

                Three years later, a convoy ship on its way to DarkWorld, secretly harboring troops of the New Alliance, a loosely organized band of rebels from various worlds, disappeared before it could reach the planet's atmosphere. It was apparent 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 opportunity to take revenge for the death of his wife. But all seemed hopeless. No one was able to get close enough, even to the planet surface, to kill Hordak.

                Then, one day, Hordak became terribly bored of being Emporor. His armies had conquered so many planets he could not even count them all. He needed some excitement, but did not know where to find it. The entertainment on DarkWorld was limited and did not amuse him. Hordak was tired of watching executions and the torturing of prisoners, and tired of performing strange biological experiments on his many thousands of concubines. Furthermore, his top henchmen were becoming restless. And so, Hordak created the DarkWorld Games.

                A huge arena was built, and all were invited to DarkWorld to compete in the games. Rogue fighters came from all over DarkWorld and beyond. But they were quickly done away with by Hordak's own henchmen who participated in the games. And so, Hordak sent out his scouts to find the greatest warriors from every known race in the universe, and invited them to come to the DarkWorld Games to test their might. The fighters were picked and paired off randomly. Some fights were in groups, others were one-on-one, and all of them were to the death. It was a no holds barred competition with hand-to-hand combat, wrestling, and weapon use. Even laser guns were accepted. And as an added bonus, Hordak declared that whoever was left standing at the end of the DarkWorld Games would be rewarded with anything he wished for. This attracted thousands of contestants, and they all fought till the end. After months of fighting, the last warrior standing met Grizzlor, Hordak's personal champion and body guard. The warrior was torn into tiny pieces and eaten. Grizzlor was the reining champion of the DarkWorld Games and so did he remain, destroying each and every opponent pit against him. Since Grizzlor was an almost mindless beast created by Hordak, Hordak needn't give him any reward. Offering Grizzlor the chance to tear up living flesh was reward enough 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 never been defeated.


Skullgrin             

Strength:              17 +3

Intelligence:          25 +7 -2

Wisdom:               25 +7 -2

Dexterity:             15 +2

Constitution:                  24 +7 -2 +2 +3

Charisma:             25 +7 -2

Class: Sorcerer / Cleric

Race: Greater god

Level: 30 / 30

Hit Points: 400

Armor Class: -15 +2

ATTACK: 1

 1

 1

Damage: 1-100 +disintegration

Alignment: Neutral

Size: Any

PLANE/WORLD: N/A

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

                The mysterious being, simply known as, Skullgrin, first made his existence known by plucking  Skeletor and Hordak from their planets and teleporting them to Freeda. When they materialized before him, he declared himself their new master. Outraged at this mockery, Skeletor and Hordak attacked him, only to find their magic weapons turn to dust in their hands. It was then that Skullgrin grew to the size of a gargantuan humanoid and picking them up in his hand, re-declared his statement. After that, there was no argument from either Skeletor or Hordak. They came to the realization that they were dealing with a god. Several years later, Skullgrin sought to enter Greyskull, so as to truly become the Master of the Universe. In a major battle, Skullgrin fought with Zodak and won. It was then that He-Man was 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 resurrected by Zodak). But this did not stop Skullgrin for long, for the god returned to 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 Sword of Power, enabling him to enter Castle Greyskull. Before entering the Star Chamber, however, Zodak and He-Man escaped from the White Void and joined with Icarus and others  to stop him. Unfortunately, their mission failed, and Skullgrin possessed all the power of the universe, for awhile. For Skullgrin decided that he did not want such power, returned the power to the Star Chamber and changed his alignment to neutral. Still, he is worshipped as evil and remains enemies with Zodak.         Though Skullgrin can appear in any 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.


Caliban

Strength:              24 +7         

Intelligence:          10 +0

Wisdom:               7 -2

Dexterity:             24 +7 -2 +5 +4

Constitution:                  22 +6 +6 +2

Charisma:             8

Class: Fighter

Race: Fremen

Level: 15 +2

Hit Points: 141

Armor Class: -6

ATTACK: -2

 4 / 13 +1

 2

Damage: 1d6 +14 +2 (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 from a far off star system by a monopolizing star ship organization known as the Guild. They came in a great Guild freighter and lived secluded from the universe for many centuries, learning the ways of desert travel and harvesting all the moisture they could find. Water became so precious, in fact, to the Fremen people, that they commonly used it as a source of currency, wore it as jewelry, and considered it sacred in religious rituals.

                Caliban wears the Bat Symbol of the Horde, a most prized and sought after magical armor. This is a symbol that strikes fear into the hearts of all people under the rule of the Horde Empire. Most members of the Horde wear 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 his highest generals seem invulnerable. The wearer of this symbol becomes immune to all weapons under +2 enchantment and 50% immune to all laser weapons and magical attacks. Note that the Bat Symbol of the Horde is cursed to all 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 strength of 22 +6 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. 


DaemonKnight

Strength:              23 +6 +5 +11 +0 

Intelligence:          21 +5

Wisdom:               24 +7 -2

Dexterity:             24 +7 +5

Constitution:                  23 +6 +6 +3

Charisma:             0

Class: Fighter

Race: Krill

Level: 24 +7 -2

Hit Points: 161

Armor Class: -10 +0

ATTACK: -4 / 1 (acid spit)

 3 / 9 -1

 4

Damage: 1d4 +11 +0 x2 (fist/claw), 1d8 +11 +0 +special (bite) or 2d20 +11 +0 (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), Lay egg

(10d4 rounds)] all save at -3

                The natives of DarkWorld may be the semi-humanoid aliens known as the krill, who commonly appear out of nowhere on the planet's surface and do not seem to be bothered by the planet's harsh temperatures and atmospheric pressure. Furthermore, no krill ship has ever been seen docking at the DarkWorld Arena, nor have mages detected the presence of magical portals or 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 have four eyes that glow orange in the dark, and though they have many eyes, their eyes are small and their vision limited. The only other evidence indicating that the krill live in caves beneath DarkWorld, is a censored radio transmission sent to the Horde base by one of the Horde's mining teams. Apparently, a Horde miner came screaming out of the cave, half alive with bloodied armor. The armor had deep gashes in it and the metal was corroded as if subjected to acid. The miner could not explain what had happened. He said that it was too dark to see, but that he could faintly make out four, tiny, glowing lights.


Slayer  

Strength:              25 +7 -2 +7 -2 +14 +2            

Intelligence:          23 +6

Wisdom:               23 +6

Dexterity:             25 +7 -2 +6 +5

Constitution:                  21 +5 +6 +2

Charisma:             23 +6

Class: Fighter / Sorcerer

Race: Archdemon

Level: 29 / 19 +4

Hit Points: 166

Armor Class: -11 +0

ATTACK: -6

 3 / 6

 5

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

Alignment: Lawful evil

Size: 9 -1'

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 round each once                       per day

                               

                The second known secret character among the DarkWorld combatants, Slayer is an arch-demon pit fiend of incredible power on a mission to destroy Hordak 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 fighter wielding tremendous titan strength or cast spells with his superior (beyond human) intellect. Slayer also possesses the natural powers and immunities granted to the all-feared pit fiend, but as a being of unique and superior stature, possesses special abilities even beyond that of his race.


Reading the stat sheets

               

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

                Notice that there are two numbers following the Dexterity and Constitution ability scores. The first number after Dexterity refers to Armor Class adjustments made due to high or low scores. The second number refers to modifiers on reaction time, used to determine whether the characters are surprised or win initiative. If the value is positive, the character receives a 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 rolling for hit points after gaining levels, and the second number refers to poison saving throw modifiers. Note that if a character does not have a bonus or 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 taken into consideration the characters strength bonuses and weapon bonuses. If a word is listed next to THAC0 in parenthesis, that is the character's THAC0 using that weapon or attack form. If a player wishes to have his character attack in a manner not listed on the stat sheet, he may do so by calculating the 'to hit' roll by level, strength bonus, etc., as is done in regular AD&D. Note that the listed attack forms refer only to what the characters use most often. If more than one number is listed for THAC0, more than one attack form can be made by that character. For example, Joe may have a +3 ax and a +2 sword and may be able to attack with both of them. Thus, for each weapon being used, the THAC0 would change. If the numbers are separated by a slash, "/", the character must choose between the two different weapons, but can never use both in the same round. If the numbers are separated by a comma, ",", the character makes more than one attack per round using both weapons, using one THAC0 for one weapon and the other THAC0 for the other weapon. The distinction between comma and slash is used for other statistics as seen below.  

                You will notice that there are two numbers for the BLOCK statistic separated by a slash, "/". The first number indicated relates to all attacks capable of being blocked save for those attacks coming from other members of the Masters of the Universe. When characters from the Masters of the Universe 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 can be 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 choose to either attack 2 times with his ax or 1 time with his sword. If a fraction is 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 used the same number of times, only one number will appear. For example, if Joe 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 use all 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 number takes both strength and weapon bonus into consideration. The word found next to these numbers indicates what weapon is being used to cause that damage. Damage coincides with Attacks/Round to determine how many attacks can be made with what weapon. Easily enough, the first number for Attacks/Round relates to the first attack form listed next to Damage, the second number next to Attacks/Round relates to the second attack form and so on. So if Joe 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 both weapons in one round, it would look like this: 1d8 +1 x2 (ax), 1d10 +1 (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 statistics always come first: plus weapons  needed to hit, magic resistance, and immunities. Second are special abilities unique to that character. Special abilities are like spells and must be looked up under Zodak's Guide to Special Abilities. They can easily be distinguished from other statistics because special abilities are always capitalized. Third in order come all spells and spell like powers, and last come everything else.     

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