RPG 2e Supplemental Character Statistics for D&D 2e
Added On: May 14, 2020 8:55 pm
Type: Prose
Community Series: MOTU Classic

AD&D 2e Masters of the Universe Compendium Supplement

This is a supplement to the AD&D 2e-based Masters of the Universe compendium released by Nick Alimonos in 1997. The supplement is the product of a collaboration between Jacob Quisenberry and Nick Alimonos.




 
Castaspella

Strength:   8
Intelligence:  19
Wisdom:  16
Dexterity:  12
Constitution: 10
Charisma:  15

Class: Mage
Race: Etherian
Level: 16
Hit Points: 28
Armor Class: 10
THAC0: 15
BLOCK: 11 / 13
Attacks/Round: 1
Damage: 16d6 (wand) or by spell
Alignment: Lawful good
Size: 6'
PLANE/WORLD: Etheria
Special: Nil
 
Castaspella is the ruling mage of Castle Mysticor, a remnant of the Ancients left on Etheria; it is used as a base for all mages of the rebellion against the Horde Empire. As well as being one of the most powerful mages on the planet, Castaspella is charged with the training of younger magicians. Castaspella is a tall, graceful woman, stepping with the air of a dancer. She has long legs and flowing red hair pulled back into a ponytail. She wears a yellow, one-piece suit, mini-skirt, and gold, knee-high boots and cuffs.


Orko

Strength:   5 -2 -1
Intelligence:  14
Wisdom:   9
Dexterity:  10
Constitution:  7
Charisma:  15

Class: Mage
Race: Trollan
Level: 3 / 20 (on Trolla)
Hit Points: 6
Armor Class: 10
THAC0: 22 / 16 (on Trolla)
BLOCK: Can't
Attacks/Round: 1
Damage: by spell
Alignment: See below
Size: 2'6
PLANE/WORLD: Trolla
Special: See below



Shadow Weaver

 Strength:    11
 Intelligence:  13
 Wisdom:    17
 Dexterity:    12
 Constitution:  11
 Charisma:    14

 Class:  Cleric
 Race:  Etherian
 Level:  18
 Hit Points: 50
 Armour Class: 10
 THAC0:  11
 Block:  3/12
 Attack/round: 1
 Damage: 1d6+1 (staff)* or by spell
 Alignment: Lawful Evil
 Plane/World: Etheria
 
 Special:  *Staff of "Meld into Stone"--unlimited Meld into Stone spells.
 Immune to poison.



Cyclone

Strength:  18 (98%) +2 +5
Intelligence:  18
Wisdom:  13
Dexterity:  24 +6 +5
Constitution: 13
Charisma:  17

Class: Fighter
Race: Semi-god
Level: 20
Hit Points: 101
Armor Class: -6
THAC0: -1
BLOCK: 3 / 11
Attacks/Round: 6 / 1/3 specials
Damage: 1d4 +5 (punch)
Alignment: Neutral good
Size: 6'2
PLANE/WORLD: Jupiter
Special: -Immune to electrical attacks
  -Creates cyclone when in combat or flight blowing away all gas and
projectile    attacks
  made in a 60' radius
  -Rebound punch, Call lightning, Sandstorm spell
  -May cast any number of control weather spells
  -Possesses absolute control over all air elementals and air based creatures
  -Can conjure 1d4 air elementals (8-16 HD) in 1 turn once per day
  -Flight at movement rate 36

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

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


Mermista

Strength 10
Intelligence 15
Wisdom  15
Dexterity 12
Constitution 15 +1
Charisma 15
Class  Mage
Race  Mermaid
Level  12
Hit Points 36
Armor Class 10
THAC0  17
Blocks  12/15
Attacks/rnd 1
Damage  1d6 by staff*, or by spells
Alignment chaotic good
Size  5'5"
Plane/World Etheria

Special:  *Staff is charged with "Lightning Bolt" 12d6. On land, Mermista
will have an anatomy identical to that of a human including two legs.  In
water, Mermista's legs will transform into a fish's tail, and she will gain
the ability to breath both air and water.

 Description/Origin

        Mermista was born at crystal falls, her father a human, her mother a
Mermaid.  Because of this anscestory, she is able to turn back and forth
from Mermaid to human at will.
        All though single for the moment, Mermista fears relationships more
than anything else.  She was engaged at one time, only to find out her
intended mate was out to kill her!  So the legend goes... Those who eat
Mermaid flesh will become immortal!  Mermista is saved when She-ra arrives
and sends her ex-fiance into a deep coma.
        Mermista still loves him deeply, but doesn't realize it.  She is
easily taken by a handsome face, and seems to fight more valiantly for any
man in trouble.  In her mind she is winning back her lost love...  For she
has blocked out most of the memories of the near fatal incident!  She-ra
used her powers to do so, for if Mermista were to ever remember.. Her
vengance on the man would be deadly!


Queen Angella

Strength 11
Intelligence 14
Wisdom  15
Dexterity 18 +4 +2
Constitution 13
Charisma 18
Class  Cleric
Race  Etherian
Level  18
Hit Points 66
Armor Class 6
THAC0  10
Blocks  3/12
Attacks/rnd 1
Damage  1d6 by staff*, or by spells
Alignment lawful good
Size  5'10"
Plane/World Etheria

Special:  *Staff is charged with "Heal Minor Wounds" spell.  Queen
Angella's wings give her the natural ability to fly.

 Description/Origin



Queen Marlena
 

Strength 16 +1
Intelligence 15
Wisdom  14
Dexterity 17 +3 +2
Constitution 15 +1
Charisma 18
Class  fighter
Race  Earthling (Human)
Level  13
Hit Points 57
Armor Class 7
THAC0  8
Blocks  5/14
Attacks/rnd 2
Damage  2d6+1 /bullet
Alignment lawful good
Size  5'9"
Plane/World Eternia
 

Special:  Queen Marlena is almost guaranteed to be able to fly any sort of
flying vehicle she may happen to find.

 Description/Origin



Elementals

An elemental is a monster made of basic elements like wind, fire, earth and
water. An air elemental is like a living tornado that he can use to attack
enemies. To summon an air elemental you would first need to have elemental's
stats. And yes, it is like the mage spell "summon elemental."

Basically, air elementals have 8-16 HD (roll an 8 that many times for hit
points), have 13, 9 or 5 THAC0's dependant on HD, make 1 attack per round
doing 2d10, and can only be harmed by +2 magical weapons.


SMILIDON, ETERNIAN TIGER/PANTHOR/WHITE (BATTLE CAT)
 
CLIMATE/TERRAIN: Any land
FREQUENCY: Common
ORGANIZATION: Pride
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi (4)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: 0 (with armor)
MOVEMENT: 24
HIT DICE: 8 (112 hit points)
THAC0: 9
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d6 +9 x2 (claw), 1d12 +9 (bite)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Nil
SIZE: L (12' long)
MORALE: Champion (15-16)
XP VALUE: 1400


Horde Robot - Type 1

Strength: 17 +2
Intelligence: 5
Wisdom: 5 -1
Dexterity: 10
Constitution: 19/ 2 (in water)/ 5 (splashed with water)
Charisma: 1
Class:  Fighter
Race:  Horde Robot
Level:  13
Hit Points: 60
Armor Class: -1
THAC0:  6
Block:  14/15 (arms are too stubby)
Attack/Round: 2 (1 laser and 1 collision or 2 collisions)
Damage: 9d6 by laser/ 2d4+1
Alignment: Usually lawful evil (always obeys leader)
Size:  3'9"
Plane/World: Any occupied by the Horde
Movement: 18 flying above the ground at a height of 2'

Special:  Water damages Horde Robots greatly.  A sufficient splash will knock their constitution down to 5 and lower hit points accordingly.  Excess electricity often overloads their circuits.  It this case, they explode causing 1d10 points damage to any within a 2' radius.  Horde Robots always obey whomever is commanding them.
 

History/Description

Horde Robots come in many varieties, but they seldom are able to do the job of a biological warrior.  They were an invention of the Horde that allowed them to conquer hundred of worlds, and their inventor is thought to be the grandfather of Horde Prime.  Since then, their technical specifications have spread to many planets.  A person with the resources and knowledge could build one himself.  The cybernetic brain is still imperfect.  They obey all orders given by their commanders, and they tend to fly in formation.  Squadrons built by legitimate Horde units typically number from 5 to 100 robots.  Horde robots are not intelligent, but their advanced cybernetic brains are designed to simulate intelligence.  Horde Robots are able to use most Horde weapons, air craft, and space craft.  Since they must operate them using normal means, they can use them, but their proficiency is only increased by their programming on the operations of Horde technology.  Though designed to simulate them, Horde Robots have no emotions.  They will kill and die whenever ordered.  This lack of conscience coupled with the ability to create them in large quantities is what has contributed to their maintenance in the Horde.



Frosta

Strength:   9
Intelligence:  16
Wisdom:  12
Dexterity:  12
Constitution: 10
Charisma:  16

Class: Mage
Race: Etherian
Level: 16
Hit Points: 37
Armor Class: 10
THAC0: 15
BLOCK: 11 / 13
Attacks/Round: 1
Damage: 16d4 +10 (cone of cold) or by spell
Alignment: Lawful good
Size: 5'10
PLANE/WORLD: Etheria
Special: Immune to cold, casts an unlimited number of cold based spells at
will, cannot cast electrical or fire based spells

 Frosta hails from the frozen tundra of Etheria, north of the Whispering
Woods. High atop a snow-covered mountain; her abode is a castle of ice and
crystal. She is thought to have come from a long line of arctic mages, having
learned to manipulate the cold in order to survive. So well-versed and
experienced is she in the art of cold spell casting, that she can cast an
unlimited number of cold based spells at will. She has also become immune to
cold. Her skin a pale, blue-tinted hue, can withstand temperatures of the
most remote arctic regions with only the barest dress.
 Frosta is high spirited, a bit flirtatious, and quick to zap and ask
questions later. In combat, she prefers the use of cone of cold. Those
reaching 0 hit points or below from her cone of cold spells do not die, but
become frozen statues of ice, remaining that way for all eternity, never
aging, unless thawed. The frozen victim's body becomes fragile like crystal,
and if broken, ends the life of the victim.
 It is rumored that Frosta keeps a collection of handsome ice statues in her
castle as trophies of her many victories. Either that, or she cannot bring
herself to kill any of her opponents by breaking their frozen bodies. It
could also be that Frosta has a hobby of making ice sculptures, and that some
of these ice sculptures have been mistaken for real creatures having been
frozen by her.
 Frosta has long, light blue hair and eyes. She wears a light blue, strapless
body suit that sparkles like bits of glass, a short mini-skirt, and knee-high
boots. To cast her spells, she uses a snow-flake shaped
wand made of crystal.



 
 
 
 
 
 
 


Monsters and Generic Characters
 
ETERNIAN

CLIMATE/TERRAIN: Any land (Bright Side)
FREQUENCY: Common
ORGANIZATION: Variable
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Low to Supra-genius (5-20)
TREASURE: Nil
ALIGNMENT: Any (good)

NO. APPEARING: 1-20
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Steady (11)
XP VALUE: 100

 Eternians are like humans in every way, shape, and form, save for that they are more commonly muscular in appearance.

 
ROLE PLAYING ETERNIANS:

 Eternians can be any class. Use the table below when rolling for their ability scores as they differ from human player/characters.

 Strength: 3d6 +1*
 Intelligence: 3d6 +2
 Wisdom:  3d6
 Dexterity:  3d6
 Constitution: 3d6 +1*
 Charisma:     3d6 +3
 Special: Nil
 *When reaching 20th level, Eternian PC's are allowed an additional d6 roll adding the result to the indicated ability score.
 ETERNIAN, MAN-AT-ARMS

CLIMATE/TERRAIN: Any land (Bright Side)
FREQUENCY: Uncommon
ORGANIZATION: Military
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Low to Supra-genius (5-20)
TREASURE: I
ALIGNMENT: Any good

NO. APPEARING: 10-100 (10d10)
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8 (mace)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Elite (13-14)
XP VALUE: 200

 These are the King's Soldiers who fight against the armies of the Dark Side. Known as "men-at-arms," they wear high-tech looking metal armor with an orange hue on their breast, arm, and leg. A face shield extends from the breast plate that can be lowered or lifted for defense. Men-at-arms also wear blue helmets. Their preferred weapon is the mace.
 
 
ROLE PLAYING ETERNIANS:

 Role playing a man-at-arms has its advantages in that beginners start off with an AC of 2 and can travel in large groups into battle. The only disadvantage is lack of freedom. Men-at-arms can't just run off on any wild adventure as they see fit; they must follow the orders of the king. It is also their duty to enforce the laws on Eternia.
 All other rules are as playing a common Eternian but that men-at-arms can only be fighters.

 
 ETERNIAN, DARK

CLIMATE/TERRAIN: Any land (Dark Side)
FREQUENCY: Common
ORGANIZATION: Variable
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Semi to Supra-genius (4-19)
TREASURE: Nil
ALIGNMENT: Any (evil)

NO. APPEARING: 1-20
ARMOR CLASS: 10
MOVEMENT: 12
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Steady (11)
XP VALUE: 100

 Dark Eternians are characterized by their blue skin, arm fins, and webbed feet. They hate the sun and all bright light but are not effected by it. They also have little (dark) to no hair.

 
ROLE PLAYING DARK ETERNIANS:

 Dark Eternians can be any class but paladin. Use the table below when rolling for their ability scores:

 Strength: 3d6
 Intelligence: 3d6 +1
 Wisdom:  3d6
 Dexterity:  3d6 +2
 Constitution: 3d6 +2
 Charisma:     3d6
 Special: Nil
 AMAZON

CLIMATE/TERRAIN: Tropical forest
FREQUENCY: Rare
ORGANIZATION: Tribe
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi to Genius (3-18)
TREASURE: Nil
ALIGNMENT: Any (neutral)

NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVEMENT: 15
HIT DICE: 3
THAC0: 18
NO. OF ATTACKS: 2 / 1
DAMAGE/ATTACK: 1d4 (punch/kick) / by weapon type (small, wooden)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (4'-6')
MORALE: Fanatic (17-18)
XP VALUE: 300

 Amazons are savage, lightly clad, green-skinned women of great beauty and agility. They gather in tribes hiding from men in thick forests and hunt for food. For more info on amazons, see MOTU compendium for the amazon queen, "Amazon."
 

ROLE PLAYING AMAZONS:

 Amazon player/characters can only be female as male amazons are Eternians.
PC's choosing to be this race can only be of the martial arts class. Furthermore, amazons are not allowed to use metal weapons of any kind.
 Use the table below when rolling for their ability scores:

 Strength: 3d6 +1
 Intelligence: 3d6
 Wisdom:  3d6
 Dexterity:  4d6
 Constitution: 3d6
 Charisma:     4d6
 Special: Can move in silence and hide in shadows as a thief,  percent chance of success as if they were a thief of the same level.
 BEASTMAN

CLIMATE/TERRAIN: Any land (Dark Side)
FREQUENCY: Uncommon
ORGANIZATION: Tribe
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Semi to Very (2-12)
TREASURE: Nil
ALIGNMENT: Any (evil)

NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVEMENT: 12
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 2 / 1
DAMAGE/ATTACK: 1d4 +3 (fist) / by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Unsteady (5-7)
XP VALUE: 200

 Beastmen are semi-humanoid creatures. They appear human with long, shaggy red hair covering their whole bodies. Only their faces are skin tone but with ape like features and sharp jagged teeth. Beastmen wear leather armor and spiked arm plates. They use primitive weapons such as stone clubs, spears, and whips. They are savage and cruel when in a dominating position, cowardly and sadistic when outmatched.
 

ROLE PLAYING BEASTMEN:

 Beastmen can only be fighters and are not allowed to use laser weapons. They are renown, however, for their great strength. Use the table below when rolling for their ability scores:

 Strength: 16-19 (1d4)
 Intelligence: 2d6
 Wisdom:  2d6
 Dexterity:  3d6
 Constitution: 3d6 +2
 Charisma:     1d6
 Special: Can communicate via telepathy with all creatures of animal intelligence.
  MERMAN

CLIMATE/TERRAIN: Any sea or land by the sea (Dark Side)
FREQUENCY: Rare
ORGANIZATION: Tribe
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Semi to Very (2-12)
TREASURE: Nil
ALIGNMENT: Any (evil)

NO. APPEARING: 1-20
ARMOR CLASS: 3
MOVEMENT: 6, Sw 15
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d4 (trident)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Unsteady (5-7)
XP VALUE: 100

 Mermen are dark green-skinned humanoids closely resembling locathah. They have flat, scaly, fish-like faces and wear strong, yellow armor made of coral. Much like the Dark Eternians, mermen have webbed feet and fins. When they speak, mermen sound as if they are gurgling sea water. Mermen live underwater but can be found on land. A merman can survive on the Dark Side for a day without returning to the sea. On the Bright Side, a merman can only last a few hours before attaining moisture or dehydrating to death.
 
 
ROLE PLAYING MERMEN:

 Mermen can only be fighters. Use the table below when rolling for their ability scores:
 
 Strength: 2d6 (+1d6 in water)
 Intelligence: 2d6
 Wisdom:  2d6
 Dexterity:  3d6
 Constitution: 3d6
 Charisma:     2d6
 Special: Mermen can breathe underwater and communicate with all aquatic creatures telepathically.
 ZOAR

CLIMATE/TERRAIN: Any, not water (Bright Side)
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low to Supra-genius (5-20)
TREASURE: Nil
ALIGNMENT: Any good

NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12, Fl 30
HIT DICE: 7
THAC0: 14
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d4 (talons) x2, 2d8 (beak)
SPECIAL ATTACKS: Casts spells as 7th level mage
SPECIAL DEFENSES: Casts spells as 7th level mage
MAGIC RESISTANCE: 20%
SIZE: M-L (6'-9' wingspan)
MORALE: Steady (11-12)
XP VALUE: 3,000

 Zoar (plural) are huge eagle-like birds with beautiful orange, blue, and white feathers. Zoar nest in mountains, have excellent eye sight, and can go thousands of miles in search of prey. It is said that the mighty zoar can circle the entire planet when in its migration period. Domesticated zoar (INT: 5) are used as hunting birds, though they must be chained to a stone slab for no Eternian can hold one down. Zoar sell at 7,000+ ep.
 Zoar are worshipped by many small cults and the icon of the zoar is popular as a symbol, in decoration, clothing, on signs, etc. It is even rumored that zoar are a highly intelligent race possessing the power to cast mage spells.
 

ROLE PLAYING ZOAR MAGES:

 Zoar mages belong to an Eternian cult of women that worship nature and the zoar as its symbol. They believe that they are zoar themselves and that through magic, all  women of the cult become zoar (hence the origin of the bird).
 Rules for playing a Zoar mage: (1) Must be Eternian female, (2) Must be of good alignment, (3) Can only wear zoar feathers, (4) STR. and CON. rolls are at 3d6. (5) Gain natural ability of telepathy at 5th level, (6) At 10th level, gain the natural ability of turning into a zoar. In bird form, they have the same attributes as the zoar save for HD and casting ability. (7) At 20th level, gain the natural ability to turn into any animal.
 SCREECH

CLIMATE/TERRAIN: Any, not water (Dark Side)
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Any (evil)

NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12, Fl 30
HIT DICE: 7
THAC0: 14
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d4 (talons) x2, 2d8 (beak)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE:
SIZE: M-L (6'-9' wingspan)
MORALE: Steady (11-12)
XP VALUE: 650

 These deadly predator birds are the Dark Side version of the beautiful zoar.
But screech feathers are black, red, and violet. The origins of the screech are unknown, but they are thought to be an unintelligent ancestor of the zoar. Others believe them to be a dark perversion of the zoar (sacred to the Bright Side Eternians), a mutation by Skeletor's own dark magic. But like the zoar, screech are also used for hunting by Dark Eternians. A screech's favorite food is undead, but they may also feast on dead and living animals and humans. Domesticated screech for sale are rare, but start at 7,000 ep and up.
 Before going into battle, the screech will let out a terrible noise requiring all those within a 50' radius to save vs. spell or become deaf for 1d10 turns.
 SMILIDON, ETERNIAN TIGER/PANTHOR/WHITE
 
CLIMATE/TERRAIN: Any land
FREQUENCY: Common
ORGANIZATION: Pride
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi (2-4)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVEMENT: 24
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d6 x2 (claw), 1d12 (bite)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Nil
SIZE: L (8'-12' long)
MORALE: Champion (15-16)
XP VALUE: 1400

 Native to the Bright Side is the Eternian tiger or "battle cat" as it is more popularly known. It is a great beast much like the sabre-toothed tiger but with green fur and yellow stripes. Eternian tigers are aggressive and charge prey head on, using its massive black claws and powerful jaws to shred most animals to pieces. Native to the Dark Side and in the same cat family is the panthor. The panthor has dark purple fur and is more cunning and agile. It can climb trees and will hide in shadows waiting for prey. In the arctic lands there is the white smilidon, related to both the Eternian tiger and panthor, the white smilidon is pure white and lives in snow and ice. White smilidon prey on fish, porpoises, and use camaflouge to attack unsuspecting victims.
 Domesticated smilidons are used for hunting. They are so huge, that they must be  held tightly in neck brace and chains. A helmet is used to blind and muzzle them until they can be tamed; smilidons have a way of killing their masters by accident.
 It is rumored that some Eternians have actually trained these great beasts to be used as transportation by riding on their backs. All trainers attempting such a feat, however, have ended up dead, all but one famous paladin.
 Eternian tigers cost 8,000 ep and up.
 DRAGON, ETERNIAN

CLIMATE/TERRAIN: Any, not water
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi to godlike (4-24)
TREASURE: Special
ALIGNMENT: Any

NO. APPEARING: 1
ARMOR CLASS: -3 (base)
MOVEMENT: 9, Fl 30, Jp 3
HIT DICE: 15 (base)
THAC0: 7 (at 9 HD)
NO. OF ATTACKS: 3 +special
DAMAGE/ATTACK: 1d10, 1d10, 3d10
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (48' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable

 Eternian dragons have the same stats as red dragons save for that they may be any color and any alignment. This is particularly dangerous for whether a dragon is good or evil cannot be known by its color. Evil dragons will often times use this color variation to fool good aligned creatures into following them into their lair so that they may be devoured. When encountering an Eternian dragon, a DM should first roll to determine its alignment 1d6: 1-2. Lawful, 3-4. Neutral, 5-6. Chaotic, then 1d4: 1-2. Good, 3-4. Evil. After alignment, the DM should determine its color. Eternian dragons can
be(1d6): 1. white, 2. black, 3. green, 4. red, 5. brown, and 6. purple. All color dragons have the same stats as red dragons and all color dragons breathe fire.
 Eternian dragons can be extremely old. Their age is measured in the thousands (not hundreds) of years.

 Age  Body(') Tail(')  AC BW  SpellsM/C MR TT XP Value
1000yrs.  1-12  3-12   0 2d10+1  Nil Nil Nil  7,000
2000yrs.  12-23 12-21  -1 4d10+2  Nil Nil Nil 8,000
3000yrs.  23-42 21-30  -2 6d10+3  Nil  Nil Nil 10,000
4000yrs.  42-61 30-49  -3 8d10+4  1 Nil EST 12,000
5000yrs.  61-80 49-68  -4 10d10+5  2 30% HST 14,000
6000yrs.  80-99 68-87  -5 12d10+6  21 35% HST 15,000
7000yrs.  99-118 87-106  -6 14d10+7  22 40% HST 16,000
8000yrs.  118-137 106-125  -7 16d10+8  221 45% HSTx2 19,000
9000yrs.  137-156 125-144  -8 18d10+9  222 50% HSTx2 21,000
10,000yrs.  156-165 144-153  -9 20d10+10  2221/1 55% HSTx2 22,000
11,000yrs.  165-174 153-162  -10 22d10+11  2222/2 60% HSTx3 23,000
12,000yrs.  174-183 162-171  -11 24d10+12  22221/21 65% HSTx3 24,000
 GRANYMYR

CLIMATE/TERRAIN: Mountain
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Godlike (24)
TREASURE: H,S,Tx3
ALIGNMENT: Lawful good

NO. APPEARING: 1
ARMOR CLASS: -11
MOVEMENT: 9, Fl 30, Jp 3
HIT DICE: 23 (348 hp)
THAC0: -5
NO. OF ATTACKS: 3 +special
DAMAGE/ATTACK: 1d10 +12, 1d10 +12, 3d10 +12
SPECIAL ATTACKS: Breath weapon (24d20+24), spells
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: 65%
SIZE: G (354' long)
MORALE: Fearless (19-20)
XP VALUE: 150,000
 
 Legend has it that high in the Eternian mountains lives the oldest creature on Eternia, Granymyr the green dragon. Granymyr is the oldest and wisest of the dragons.
It is said that, perched high above his mountain top, the mighty dragon watched during his infancy the Zodiakians arrive on the planet, build their civilization, and watched its collapse. It is said that Granymyr is all-knowing, and many have gone in search for him wishing to find answers to their problems. And even though he is over 12,000 years old, Granymyr is jealous, for he is not the oldest living being in the universe. The oldest living being in the universe is a treant on Thasos known as Sky Tree. Granymyr knows that Sky Tree will outlive him, and he hopes that someday Sky Tree will be cut down so that he may be the oldest being in all existence besides the gods.
 SNAKE, GARGANTUAN

CLIMATE/TERRAIN: Mountains, forests, sea (Dark Side, Dead Zones)
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: Special
ALIGNMENT: Nil

NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 12, Sw 12
HIT DICE: 10 (head) / 50 (body)
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3d10 +14 (bite) / 2d10 +14 (tail)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: G (1000'-10,000' long)
MORALE: Elite (14)
XP VALUE: 10,000

 The dreaded garguantuan snake can be found wrapped around mountain peaks or slithering between large trees. Even though these immense creatures can grow to about 10,000 feet in length, the width of their bodies are normally no more than 6'. When a garguantuan snake is encountered, it's usually just the tail that is found. This tail can roll over opponents crushing them for 2d10 +14 points of damage. If more than 20 hit points are taken off the tail, the tail is chopped off, but this does not kill the snake. To kill the snake, its head must be cut off, often proving difficult to find considering its length and proximity from the rest of its body. The head itself has 10 HD. The snakes bite is not venemous, but its enormous 6' fangs cause a 3d10 +14 points of damage. By unlocking its jaw, garguantuan snakes are able to eat elephants whole.
 Gutting a garguantuan snake open and searching through its belly can often times be profitable. Things such as whole adventurers, wagons, and small houses have been found inside garguantuan snakes' stomach.
 
 DINOSAUR, UNDEAD

CLIMATE/TERRAIN: Dead Zones
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Nil

NO. APPEARING: 1
ARMOR CLASS: As per dinosaur bettered by 2
MOVEMENT: As per dinosaur
HIT DICE: As per dinosaur
THAC0: As per dinosaur
NO. OF ATTACKS: As per dinosaur
DAMAGE/ATTACK: As per dinosaur
SPECIAL ATTACKS: As per dinosaur
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: As per dinosaur
MORALE: Fearless (20)

 Undead dinosaurs are fossils enchanted by the magic residue left by the Zodiakians. They can be found guarding the ruins of Zodiakian temples in the Dead Zones. When encountering an undead dinosaur, the DM should roll from a list of dinosaurs to determine which dinosaur the undead creature emulates. Once this is determined, the DM can determine the behavior of the creature. Undead dinosaurs will behave in the ways they would behave if alive. For instance, a triceratops would eat plants (or eat the dirt where plants once existed in its life time). A tyrannosaurus would most likely attempt to devour the PC's (even though it has no stomach). Being swallowed whole by a dinosaur, then, would cause no damage. The PC would simply fall from its mouth back down to the ground since there would be no neck or stomach to catch him. Regardless, the undead dinosaur will continue to attack as if it were hungry and sustaining itself by "eating." Undead dinosaurs have the same stats as their living counterparts save for that they can only be killed by magical weapons of +1 enchantment or better or by laser weapons. Other weapons will seem to harm the creature, but once it is reduced to 0 hp, the monster will fall apart into a big pile of bones and after one round resurrect itself with full hit points. Only damage caused by magical weapons or laser weapons remain permanent and once killed, the undead dinosaur cannot return back to life.
 Note that undead dinosaurs cannot be turned.
 HORSE, MECHANICAL

CLIMATE/TERRAIN: Any land
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Non (0)
TREASURE: Nil
ALIGNMENT: Nil

NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 24
HIT DICE: 9 (72 hp)
THAC0: 12
NO. OF ATTACKS: 2 / 2 / 1 / 1
DAMAGE/ATTACK: 1d6 +12 (hoof)  / 9d6 (laser)
/ 1d6 +12 (back hoof) / 5d6 (rear laser)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L
MORALE: Fearless (20)
XP VALUE: 9,000

 Though there are no natural horses on Eternia, it is believed that horses existed on the home-world of the Zodiakians, for pictures of horses can be found in Zodiakian texts and blue-prints for a mechanical horse, as well as non-operational mechanical horses intact have been found. These schematics, once gathered by Man-at-Arms, Eternia's greatest inventor, enabled him to create the first modern mechanical horse, Stridor, and gave it as a gift to one of Eternia's greatest champions, Fisto. Mechanical horses have also been found on the Dark Side. Skeletor is the owner of one black and gold horse named, Nightmare.
 Mechanical horses stand 9' tall at the shoulder. They are silver and brown in color,  armed with two laser guns in front and one rear. Only an experienced fighter or thief can use a mechanical horse. Mechanical horses cannot operate on their own. Mechanical horses do not need food. They run on fuel which can be bought at Eternia City for 10 ep per mile. A mechanical horse can go a thousand miles before needing refueling. They are immune to poison, gas, cold, organically harmful acid, attack effects, mind spells and petrification. Once reduced to 0 hp, they become inoperable and must be repaired by a thief. In battle, the mechanical horse can unleash great damage, stomping with its two great hooves for 1d6 +12 points of damage each, or shooting with its guns. If attacked from the rear, the mechanical horse can buck with its rear leg once or fire its rear gun. All this action is controlled by the PC riding the horse, and during this time, the PC can make no other action. Mechanical horses can be bought or built (by request) for 100,000 ep.
 



 
 
 
 
 
 
 



Masters of the Universe Combat Lists and Charts

 
 Blocking Chart I
 Level (HD): BLOCK   Level (HD): BLOCK
 
 0  16   11  7
 1  14   12  7
 2  14   13  5
 3  13   14  5
 4  13   15  4
 5  11   16  4
 6  11   17  3
 7  10   18  3
 8  10   19  3
 9   8   20+  3
 10   8
 

 Blocking Chart II
 Level (HD): BLOCK: Level (HD): BLOCK:

 10  16  22  10
 11  15  23   9
 12  15  24   9
 13  14  25   8
 14  14  26   8
 15  13  27   7
 16  13  28   7
 17  12  29   6
 18  12  30   5
 19  11
 20  11
 21  10
 

 Effects of Rolling a 1 To Hit
 1d20:
 1-9. Target is missed completely.
 10. Weapon slips from hand (if not applicable, go to previous).
 11. Attacker slips and falls on his butt.
 12. Attacker slips, falls on his butt, and loses his weapon (if N/A, go to
previous).
. 13. Attacker strikes his ally (if N/A, go to previous).
 14. Attacker slips, strikes his ally, and falls on his butt (if N/A, go to
previous).
 15. Attacker strikes his ally and loses his weapon (if N/A, go to previous).
 16. Attacker slips, strikes his ally, falls on his butt and loses his weapon
(if N/A, go to previous).
 17. Attacker hits himself.
 18. Attacker hits himself and falls on his butt.
 19. Attacker hits himself and loses his weapon (if N/A, go to previous).
 20. Attacker hits himself, falls on his butt, and loses his weapon (if N/A,
go to previous).

 

 Effects of Sharp Edged Weapons: Swords, Axes, Daggers, etc.  or Claws
 Table I
 1d12:
 1. Cut shin, left
 2. Cut shin, right
 3. Cut forearm, left
 4. Cut forearm, right
 5. Bloody gash across chest
  6. Bloody gash across left leg (lose 1 point of dexterity)
 7. Bloody gash across right leg (lose 1 point of dexterity)
 8. Bloody gash across left arm (lose 1 point of strength)
 9. Bloody gash across right arm (lose 1 point of strength)
 10. Scar across face (lose 1 point of charisma)
  11. Bloody gash over stomach and intestines (severe bleeding; losing 1
constitution point
  per round unless treated)
 12. Open wound in jugular vein (severe bleeding; losing 2 constitution
points per round
  unless treated)

 
 Effects of Large Sharp Edged Weapons: Swords, Axes, etc.
 Table II
 Roll of 1d12+1d6:
 2. Cut shin, left
 3. Cut shin, right
 4. Cut forearm, left
 5. Cut forearm, right
 6. Bloody gash across chest
 7. Bloody gash across left leg (lose 1 point of dexterity)
 8. Bloody gash across right leg (lose 1 point of dexterity)
 9. Bloody gash across left arm (lose 1 point of strength)
 10. Bloody gash across right arm (lose 1 point of strength)
 11. Scar across face (lose 1 point of charisma)
 12. Bloody gash over stomach and intestines (severe bleeding; losing 1
constitution point per
  round unless treated)
 13. Open wound in jugular vein (severe bleeding; losing 2 constitution
points per
  round unless treated)
 14. Left leg (system shock)
  1-2. Lose foot (if not applicable, go to previous)
  3-4. Lose leg from knee down (if N/A, go to previous)
  5-6. Lose leg from hip down (if N/A, go to previous)
   15. Right leg (system shock)
  1-2. Lose foot (if N/A, go to previous)
  3-4. Lose leg from knee down (if N/A, go to previous)
  5-6. Lose leg from hip down (if N/A, go to previous)
 16. Left arm (system shock)
  1-2. Lose hand (if N/A, go to previous)
  3-4. Lose arm from elbow (if N/A, go to previous)
  5-6. Lose arm from shoulder (if N/A, go to previous)
 17. Right arm (system shock)
  1-2. Lose hand (if N/A, go to previous)
  3-4. Lose arm from elbow (if N/A, go to previous)
  5-6. Lose arm from shoulder (if N/A, go to previous)
 18. Lose head

 Effects of Bludgeoning Attacks
 2d12:
 2.   Bruised chest
 3.   Bruised stomach
 4.   Bruised arm, left
 5.   Bruised arm, right
 6.   Bruised leg, left
 7.   Bruised leg, right
 8.   Lose teeth
 9.   Break nose
 10. Stomach untightened (stunned; lose 1 round of attack)
 11. Uppercut (stunned; lose 1 attack)
 12. Ear injury, left (loss of hearing in one ear and THAC0 penalty of 1)
 13. Ear injury, right (loss of hearing in one ear and THAC0 penalty of 1)
 14. Black eye, left (THAC0 penalty of 3)
 15. Black eye, right (THAC0 penalty of 2)
 16. Break rib (internal bleeding; lose 1 constitution point per round)
 17. Hand injury, left (drop item in left hand)
 18. Hand injury, right (drop item in right hand)
 19. Break leg bone, left (dexterity cut in half)
 20. Break leg bone, right (dexterity cut in half, or if both legs broken,
dexterity reduced to 1)
 21. Ball buster (lose ability to stand for 3 rounds)
 22. Severe head injury (brain damage; stunned for 2 rounds and lose 1 point
of intelligence)
 23. Break arm bone, left (lose use of that arm)
 24. Break arm bone, right (lose use of that arm)
 
 
 Martial Arts Attacks
 Roll of 1d6:
 1. Elbow smash (1d4 points of damage + strength bonus)
 2. Backfist (1d4 dmg. or as per hand/arm attack + strength bonus)
  3. Knee (1d4 points of damage + strength bonus)
 4. Kick, roundhouse (2d4 points of damage + strength bonus)
 5. Combo 2-hit (roll from list twice more)
 6. Combo 3-hit (roll from list 3 times more)

 

 Wrestling Moves
 Roll of 1d6:
 1. Head butt (1d4 points of damage + strength bonus)
 2. Head lock
 3. Bear hug (1d20 + strength bonus)
 4. Body slam (1d6 + strength bonus + loss of 1 round)
 5. Choke (defender must break free in 3 rounds or suffocate and die)
 6. Neck breaker (defender must break free in 1 round or have is neck broken
and die)
 

 Effects of Bite Attacks (S-L mouthed monsters)
 1d6:
 1. Thigh, left
 2. Thigh, right
 3. Forearm, left (drop item held in left hand)
 4. Forearm, right (drop item held in right hand)
  5. Shoulder (no effect)
 6. Jugular vein (lose 2 constitution points per round unless treated)
 
 
 Effect of Bite Attacks (H-G mouthed monsters)
 1d12:
 1. Leg, left (lose 1 point of dexterity)
 2. Leg, right (lose 1 point of dexterity)
 3. Arm, left (lose 1 point of strength)
 4. Arm, right (lose 1 point of strength)
 5. Chest (system shock)
 6. Stomach and intestines (severe bleeding; lose 1 constitution point per
round)
 7. Left leg (system shock)
  1-2. Lose foot (if not applicable, go to previous)
  3-4. Lose leg from knee down (if N/A, go to previous)
  5-6. Lose whole leg (if N/A, go to previous)
 8. Right leg (system shock)
  1-2. Lose foot (if N/A, go to previous)
  3-4. Lose leg from knee down (if N/A, go to previous)
  5-6. Lose whole leg (if N/A, go to previous)
 9. Left arm (system shock)
  1-2. Lose hand (if N/A, go to previous)
  3-4. Lose arm from elbow (if N/A, go to previous)
  5-6. Lose arm from shoulder (if N/A, go to previous)
 10. Right arm (system shock)
  1-2. Lose hand (if N/A, go to previous)
  3-4. Lose arm from elbow (if N/A, go to previous)
  5-6. Lose arm from shoulder (if N/A, go to previous)
 11. Swallow whole (possibility of survival)
    12. Instant death
  1-2. Bite off head
  3-4. Bite off torso

 

 Mage Blocking Chart I
 Level (HD): BLOCK   Level (HD): BLOCK
 
 0  16   11  13
 1  16   12  12
 2  16   13  12
 3  15   14  12
 4  15   15  11
 5  15   16  11
 6  14   17  11
 7  14   18  10
 8  14   19  10
 9  13   20+  10
 10  13
 

 Laser Weapons Table
 Weapon   Damage    Cost
 
 Small pistol           5d6    5000 ep
 Medium hand gun    9d6    9000 ep
 Large twin barrel gun   18d6 (1 attack per round)  18,000 ep
 Laser cannon      30d6 (1 attack per round)  30,000 ep
 

 Strength Bonus Vs. Enchanted Armor Table
 Strength: Plus
 
 21  +1
 22  +2
 23  +3
 24  +4
 25  +4
 

 Lifting Table
 Lifting Strength  Max. Weight
 19   2,812.5 lbs.
 20   5,625 lbs.
 21   11,250 lbs.
 22   22,500 lbs.
 23   45,000 lbs.
 24   45 tons
 25       90 tons
 

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