Monster and Minor Character Stats!
Here is where you will find monster stats from the rarer characters and the Monsters of the show. For the most part I am concerned with getting the more bizaar creatures from the show put up on this page; down the road I would like to post all monster stats for monsters that appeared on the show, but for now you can find creatures like the Orcs in your own Monster Manuel!
Editor's Notes:
*=An asterix next to an entry stands for an official TSR character stats.
Also, feel free to change the TSR stats to suit your need. I for one think their version of Kelek is too weak...
Axonians
Climate/Terrain: Any, but they prefer subtropical forests
Frequency: Very Rare
Activity Cycle: Any
Int: High to Supreme (14-20)
Alignment: Lawful Good
Treasure: None
No. Appearing: 5-20 (60%Adult, 40%Children)
AC: 7
Movement: 12
Hit Points: 1D8+2
Thaco: 19
No. of attacks: 1
Damage Per attack: per weapon or 1d6 per fists
Magic Resistance: none
Size: Large (6 to 8 ft.)
Morale: Elite (13)
XP value: 420
The Axonians are a race of humanoids from another world. Though they rarely visit the Realm, (because of their detest of magical worlds) they have stopped their on occasion, usually to make repairs to thier spaceships. As children, they resemble human children with dark, camouflaged-like patches. But as they grow to adulthood, they become covered in fur, which makes them look like the creature known as Bigfoot.
For more information on the history of the Axonians, Click here!
Combat: The Axonians are a peaceful race, though after years of space exploration, they have learned to defend themselves. Their is usually 2d4 lazer guns on their ships, which do 1d6 pts of damage and can fire twice per round. Their fists do 1d6 pts of damage. But the Axonians use violence as a last resort typically.
Habitat/Society: As stated above, the Axonians are a race of spacefaring aliens. They are in search of a new homeworld, after their last one was destroyed. These spaceships usually contain 4 to 10 adults and a handful of children, who serve under the adults as they learn the tactics of space travel and exploration.
The Axonians have a love of science and a fear of magic. They blend in naturally to woodland surroundings, (suggesting their original homeworld was covered in forest). In the woods, they walk silently and get a -4 suprise modifier, (similar to the elven ability).
Finally, the typical Axonian can live up to 1,200 years of age. It takes 100 years to reach the upper teens,(near adulthood).
Axonians as PC's, (Player Characters)
Some players may wish to run an Axonian character. If so, they should abide by the following rules. Including an Axonian into a campaign usually means the Axonian is stranded in the Realm, with his or her ship out of commision or destroyed. Usually, they won't have their lazerguns on them, and the lazers inclusion into the campaign is ultimately up to the DM. The character can only be lawful good or lawful neutral, (typically good), and never evil, (it's just not in their nature). This reflects the Axonians need for a structured, ordered society.
On stats, they get +1 to Intelligence or Strength, (players pick) and a -1 to Charisma. The increase in Intelligence is because of their love for science, (though not all Axonians exhibit that) and the increase in strength is because of their usually bulky size. The choice is yours. The minus to Charisma is because of their strange looks and their ultra-caution in this strange and magic-filled world.
The starting age for your Axonian will usually be in the early 100's, (their upper teens) but you can make your character older or younger with the DM's approval. The classes they can be are fighter, ranger, and theif. They make good fighters, (when they have to be), and their love of nature makes them good rangers, but they can only be theifs if they grew up in the Realm, and took the profession while they were young and small. (Theiving is looked down upon in typical Axonian society). Their fear of magic and their alienation from religion prevents them from being wizards, paladins, and priests.
Bogbeasts
Climate/Terrain: Jungle or Caverns
Frequency: Rare
Activity Cycle: Any
Int: (5-7) Low
Alignment: Neutral Good
Treasure: Nil
No. Appearing: 10-100
AC: 10
Movement: 12
Hit Points: 1D8
Thaco: 11
No. of attacks: 1
Damage Per attack: per weapon or 1d2 with claws
Magic Resistance: none
Size: (6' ft) L
Morale: Unsteady (5)
XP value: 65
The Bogbeasts were created centuries ago by a wizard. The wizard wanted to create a fiercer type of Bullywog, but instead ended up with the cowardly Bogbeasts.
For more information on the history of the Bogbeasts Click here!
Combat: Though Bogbeasts have crude spears and swords, they rarely use them, as they are one of the most cowardly races in existence. They have claws, but rarely use them either.
Habitat/Society: The Bogbeasts currently live in an underground cavern in the central Realm, but their physiology suggests that they could live quite easily in a jungle or swamp terrain, (if they weren't such cowards).
The strangest thing about the Bogbeasts is the way they reproduce. They can reproduce through normal means, but they also reproduce by means of a flower which grows in lush jungle terrain. Any humanoid who comes along and plucks the flower is immediately covered in spores and transformed into a Bogbeast within seconds, (no saving throws allowed)! This new Bogbeasts retains his old personality, thankfully. Unfortunately, there is no known cure, (except for some rare amulets, or perhaps a wish spell or devine intervention from a diety). Also, a new Bogbeast loses a point of intelligence every month he or she stays as one, until he's ultimately just like his or her fellow Bogbeast.
Bogbeasts have no useful role in society, and are a burden to anyone who comes into contact with them.
Cloud Bears
Climate/Terrain: Carniferous Forest
Frequency: Rare
Organizations: Tribal
Int: (8-12)Average
Alignment: Chaotic Good
No. Appearing: 3-12
AC: 6(10)
Movement: 9
Hit Dice: 1d8
Thaco: 20
No. of attacks: 1
Damage Per attack: by weapon
Magic Resistance: see below
Size: small(3-4ft')
Morale: Average (8-10)
XP value: 15
for Shaman: 35
for Chieftan: 50
One of the rarer races of creatures in the Realm, the Cloud Bears live in villages in the trees of the highest forest in the Realm, the "Cloud Forest". They are a peaceful race, who are usually left alone by the outside world. (Venger is keeping an eye on their little tribe though, and the Orc's are always trying to come up with new ways to reach their treetops, so that they can conquer them as well.)
Combat: These creatures make no weapons, besides the occasional slingshot. The art of war is almost unknown to them.
Habitat/Society: The Cloud Bears spend most of their lives in their treetop villages, but journey to the ground floor in small party's to escavate for extra food, and to scout around for invaders to their forest.
The Cloud Bears have a loose chain of command, which consists of a chieftan, (who oversees the villages growth and settles disputes), shamans, (who make sure their religious practices are upheld), and the common Bears. There is a great emphasis put on personal freedom in the Cloud Bear society, thus, there aren't many laws set down in their villages.
The Cloud Bears worship the "Cloud Spirits". It is their belief in nature, (in particular the sky), and that it holds domain over all living things, and must appeased with ritual cerimonies.
(For more info on their religion, click here)
A Cloud Bear may possess a single gem, known as a heart stone. These are amazingly self-formed deep in the tops of their trees every few years, (through an unknown magical means). They are believed to come from the Cloud Spirits.
These objects have dangerous effects on magical items and certain wizards. The stones are given at certain times to promising Cloud Bears by their shamans, who proclaim that the Cloud Spirits are watching over them. The stones are the bane of wizards throughout the Realm.
Prolonged contact to the gems has given the Cloud Bear race a +2 saving throw resistance to spells and magical items.
Cloud Bears as PC's(Player Characters)
If one wishes, they may play a Cloud Bear in their campaign. This Cloud Bear will be different from the tribal Cloud Bears though. The Cloud Bear PC will have chosen at an early age to go and explore the Realm beyond their forest dwellings. They can be fighters/ rangers/ thiefs/ and priests. Paladins and Bards are mysteries to them, and wizards are off limits because of their magical resistancy.
On their stats, they get a +1 to Dexterity, but a -1 to Strength. All Cloud Bear PC's must start with a weapon proficiency in slingshot, the only true "weapon" used in their tribes. The Cloud Bear PC may then learn any other weapon allowed within their class. Like all their race, they also get the +2 magic resistance mentioned above.
Cloud Bear priests are generally worshippers of the Cloud Spirits, but a select few may have chosen to worship other gods.
Each Cloud Bear may have a Heart Stone in their possesion; it is a gift given by their shamans to assist in their wanderings. Heart Stones have the following abilities: For magical items, if the heart stone comes within 1 meter of a magical item, the owner must roll a save vs. spell. If the save prevails, nothing happens. If the save fails, Roll 1d6. the item loses it's power/ability for the following length of time.
1,2=1 hour
3=1 day
4=1 week
5=1 year
6=Forever!
If the gems actually touches the magical object, the magical item explodes, reduces to ashes, or some other affect appropriate given by the DM. This typically also destroys the Heart Stone.
For Wizards: If the Heart Stone come within 1 meter of a wizard higher then 1st level, the wizard is overcome by nausea, (no saving throw allowed). If the Heart Stone touches the Wizard, the gem explodes, doing 1d6 damage/ per level of the Wizard.
Not all Cloud Bear wanderers carry Heart Stones, and their inclusion should be ultimately up to the DM. Many Cloud Bears see the gems as gifts from the "Cloud Spirits", while a select few see them as burdens in their travels, and may wish to get rid of them.
Colossus Golem
Climate/Terrain: Any
Activity Cycle: Any
Int: (1)
Frequency: Very Rare
Alignment: Nuetral
Organization: Solitary or with one other Golem
No. Appearing: 1 or 2
AC: -6
Movement: 12
Hit Points: 20D8
Thaco: 7
No. of attacks: 1
Damage Per attack: 9D8
Magic Resistance: none
Size: (50 to 100` ft) tall
Morale: Fearless (19-20)
XP value: 15,000
The Colussus Golem is a giant statue that has been brought to life to serve a wizard. Most were created centuries ago, and with their wizard creators long since gone, they are typically left to guard a dungeon entrance or a terrain. Much depends on what instructions the wizard gave at the time of creation. Some golems may have orders to wander around and kill whoever they come into combat with. Others may be as lifeless as a statue, until activated by a wizard, (as seen in the episode Prison without Walls).
Because of it's sheer size, the Colussus Golem is very difficult to create, and therefore rarely encountered. If the DM wants to include one as a random encounter though, there are 3 possibilities, for which he or she may roll a D100 on the following table.
1-50: The Golem is left guarding something. What that something is is up to the DM.
51-75: The Golem is a free roaming Golem, and will attempt to slay whoever it comes across.
76-100: The Golem is inanimate. It may be reactivated if one knows a powerful enough spell.
Combat: The Golem has little to no intelligence, and will simply try to smash with hands and feet all who it feels are enemies. The Colussus is a formidable foe, though it does have some weakpoints. The best way to defeat a Golem of this size is to try and use gravity against it. If it were to topple over and hit the ground, there is a 75% chance, (roll D100) that it will break apart into little pieces.
Habitat/Society: The Golem has no use for society, and it would just as soon crush your habitat then look at you.
* Kelek
Evil Sorcerer
Chaotic Sorcerer (7th level magic-user)
STR: 15
INT: 15
WIS: 13
DEX: 10
CON: 14
CHA: 7
AC: 9
HP: 33
Weapons: dagger +1, wand of cold (5 charges left), staff of striking
(12 charges left)
Armor: ring of protection +1
Spellbook:
First level: charm person, magic missile, read magic, shield, sleep
Second level: ESP, knock, mirror image, web
Third level: fireball, fly, haste
Fourth level: charm monsters
The Nightwalker
Greater Tanari/Demon
Climate/Terrain: The Abyss
Activity Cycle: Night, but note that it is always night on his level of the Abyss
Int: (16)Exceptional
Alignment: Chaotic Evil
Treasure: H
No. Appearing: 1
AC: -6
Movement: 15
Hit Points: 47
Thaco: 11
No. of attacks: 3
Damage Per attack: 2d6/2d6/1d6+1
Magic Resistance: 50%
Special Defenses: +2 or better weapons to hit
Size: (15` ft) tall
Morale: Fanatic (17-18)
XP value: 12,000
The Nightwalker is an Abyssal Lord who is the master of a city deep in the heart of the Abyss; a city known only as the City at the Edge of Midnight.
For more information on the history of the Nightwalker, Click here!
Combat: Like all members of his race, the Nightwalker has the following powers: Darkness(15 ft radius), infravision, and teleport without error.
He takes no damage from poison, non-magical fire, and electricity. He takes half damage from silver weapons, gas, magical fire, and cold. He takes full damage from magic missiles, iron weapons, and acid.
He can communicate with all beings using a form of telepathy regardless of language barriers. He can use the following spell like powers at 10th level of use: Burning hands, charm person, confusion, detect magic(always active), dispel magic, enlarge, mirror image, power word stun(7 times per day), reverse gravity, and true seeing. He can also Planeshift at will.
Habitat/Society: The Nightwalker takes a great interest in mortal affairs; in fact, he often steals mortal children to help him keep his city running. Due to a curse put on him eons ago by a powerful deity, the Nightwalker will be destroyed if the clock in the center of the city ever strikes midnight. He steals children to operate the clock, and to keep it from striking midnight. Interestingly, the clock striking midnight is probably the easiest way to defeat this monster, for he is supremely powerful in combat.
The Nightwalker has little to do in the Blood War taking place between the Tanari and Baatezu on the Lower Planes. He prefers to stay in power in his own city.
The Nightwalker's Minions
Climate/Terrain: The Abyss
Frequency: Common(on that level of the Abyss)
Organization: Horde
Activity Cycle: Night, but note that it is always night on their level of the Abyss
Diet: Carnivore
Intelligence: semi(2-4)
Treasure: Nil
Alignment: Chaotic Evil
No. Appearing: 50-500
AC: 8
Movement: 6
Hit Dice: 1D8
Thaco: 20
No. of attacks: 3
Damage per attack: 1d2/1d2/1d4
Magic Resistance: 10%
Size: 3 ft. tall(small)
Morale: Fearless
XP Value: 975
These are the lowest form of creatures in the Abyss. They were originally evil humans, (citizens of the city before it was dragged into the Abyss), but upon dying assumed their current form. The creatures look like minature versions of the Nightwalker, except more primitive. They serve the Nightwalker blindly and obidiently.
Combat: These monsters have only 2 claws and their bite to attack with, and prefer to attack in hordes, and thus overpower their opponents by sheer numbers.
Habitat/Society: The Minions roam the city without purpose, until summoned by the Nightwalker for various deeds. Inside the clocktower, the Minions keep watch over the slave children, making sure that work on the clocktower proceeds nonstop.
For children who manage to survive the harsh work, upon reaching a certain adolescant age, (usually around 16 or 17) they are deemed unfit to run the Clock anymore. They are then either fed to the Minions, or (in the rare event the Nightwalker feels generous) simply cast out of the city, left to wander the horror that is the Abyss alone.
Rahmoud
Warrior King/Swashbuckling Merchant
11th level Fighter/ 7th level Thief (swashbuckler)
STR: 16
DEX: 14
INT: 10
WIS: 16
CON: 9
CHR: 18
Age: 40
Hit Points: 47
AC: 6
Thaco: 11
Special Weapon: Sonic Sword. This magical sword is a well crafted scimitar which deals 1d8/1d8 damage. It's magical abilities also give it +2 to hit/ +2 to damage. By clanking the sword against a hard surface, (usually the ground) the sword can emit a sonic pulse which flows from the sword in a cone shape up to 30 ft. The vibrations from this special attack can deafen a creature for 2d6 rounds, and does 2d6 points of damage. It can also shatter glass or bring down unstable walls.
Personal Info: Rahmoud is the King of all Kadish, a desert kingdom in the Eastern Realm. His kingdom is probably the most prosperous in the Realm.
Ascending to the throne when he was 18, Rahmoud is a light-hearted individual, who takes the responsibilities of ruling a kingdom seriously. Rahmoud has had to bear many burdens over his lifetime. His fathers death left him in charge of a kingdom he didn't want. Rahmoud then found himself bogged down in a war, as other kingdoms tried to conquer Kadish, thinking the new young king would be unable to defend his empire. Rahmoud quickly rose to the challenge of rallying his kingdom's army, and led them over many military campaigns to victory.
Relaxing into peacetime, Rahmoud married Delilah, a Nomad's daughter that he had met in the desert during his war campaigns. The marriage was generally frowned upon by the nobles of Kadish, but the commoners rejoiced. Sadly, their marriage was short lived as Delilah died in childbirth, leaving Rahmoud with his only daughter, Ayisha.
Rahmoud, feeling he had failed as a husband, put all of his energy into being a father. The King has since taken an immense affection towards all children, and has become famous for his generousity towards kids of all ages.
Shortly after Ayisha's eighth birthday though, the princess was abducted by a terrible creature known only as the Nightwalker (see the Nightwalker entry). Rahmoud sank into a deep depression, and the whole kingdom mourned. Rahmoud then set a plan into motion to save his daughter. Telling only his closest advisors of his plan, Rahmoud left Kadish disguised as a caravan merchant, when in reality he is searching his desert empire, looking for a means of reaching the Nightwalker's hideous domain. An impersonator and luck has kept his kingdom from finding out their king has left, (should the truth come out, the kingdom could run the risk of going to war in it's weakened state). Only time will tell if Rahmoud finds his daughter, but he has been searching for over 5 years now...
Slimebeast
Climate/Terrain: Any
Frequency: Very Rare
INT: Low(5-7)
Alignment: Nuetral Evil
No. Appearing: 1
AC: 5
Movement: 12, 18(gliding)
Hit Dice: 9D8
THACO: 10
# of Attacks: 5
Damage per Attack: 1d6/1d6/1d6/1d6/1d10
Size: Large(12 feet tall)
Morale: 15
XP: 5,000
Combat: The Slimebeast is a rare creature with four arms and batlike wings, a scaly body and it gives of a terrifying shriek when stalking it's prey. It's four arms strike for 1D6 damage, and it's bite does 1D10.
Habitat/Society: It is unknown where this rare evil beast originated from, but if captured, they can be trained to serve other evil beings. These monsters are kept as overgrown watchdogs in many of Venger's fortresses. Also, one can be found on the floating island as a pet to the Rogue Giant.
* Strongheart
Good Paladin
Lawful 10th Level Lord (Fighter)
STR: 13
INT: 12
WIS: 13
DEX: 12
CON: 11
CHA: 17
AC: 2
HP: 68
Weapons: dagger; intelligent lawful sword +2 (INT 8, detect evil,
healing 6 HP/day)
Armor: plate mail, shield, helmet
Editor's Note: To reflect the show, change the Lawful sword to Lawful Hammer +2
* Warduke
Evil Fighter
Chaotic Supervillian (8th level fighter)
STR: 16
INT: 9
WIS: 11
DEX: 11
CON: 14
CHA: 11
AC: 2
HP: 59
Weapons: sword +1 (flames on command), battle axe, dagger
Armor: plate mail, shield, magical helmet (infravision 60 feet, causes
wearer's eyes to glow red)
Editor's Note: to reflect the show, change the Flames on Command to Freezes on command.
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