Work in progress
Evil Villains of Eternia

- Skeletor, Lord of Snake Mountain

- CE Eternian Lich
- Battle Sorcerer 4 / Paladin of Slaughter 2 / Abjurant Champion 5 / Spellsword 1 / Eldritch Knight 8
- Havoc Staff
- As staff of the magi
- Panthor

- TN Feral Warbeast Dire Panther
- Large Animal HD 13d10
- Evil-Lyn

- LE Eternian
- Sorcerer 8 / Tainted Scholar 10
- Sorcerer variant: Evil domain access (CC)
- Beast Man, Savage Henchman


- CE Ogre
- Medium Monster HD 2d10
- Barbarian 3 / Beastmaster 10
- Barbarian variant: Wolf totem (CC)
- Mer-Man


- NE Locathah
- Medium Humanoid (Aquatic) HD 2d8
- Druid 10 / Nature's Warrior 5
- Trap Jaw

- NE Eternian
- Techno Artificer 5 / Mastermaker 7
- Trap Jaw's weapon arm works like the psychic warrior power graft weapon, although it is an extraordinary ability rather than a psionic power, has no duration, and Trap Jaw does not take damage due to his weapon arm becoming damaged or destroyed. To attach a weapon to his shoulder, he must attempt a Use Technological Device check as a standard action. Removing a weapon is a move action that provokes attacks of opportunity.
- Whiplash

- NE Lizardfolk
- Medium Monster HD 2d10
- Monk 6 / Scaled Horror 5
- Monk style: Hand and foot (UA)
- Monk variant: Decisive strike (PH2)
- Clawful

- CE Scorpionfolk
- Medium Monster HD 5d10
- Thayan Gladiator 9
- As an action figure, Clawful was a crab-man; and in the Filmation cartoon he looked like some sort of reptile. My version makes him a scorpionman, the same race as Scorpia. This gives him a tail; but he has (obviously) focused more on using his claws, and Scorpia more on using her tail.
- Tri-Klops

- LE Eternian
- Scout 3 / Kineticist 5 / Psiwarp Sniper 3
- Webstor

- CE Aranea
- Medium Magical Beast HD 3d10
- Rogue 2 / Thief-Acrobat 5 / Uncanny Trickster 3
- Spikor


- NE Spiker (Medium Aberration)
- Fighter 2 / Monk 5 / Black Blood Cultist 6
- Blood-spiked Charger
- Spikor's left "hand" is a manople. This weapon can be treated as a spiked shield for all purposes. He gains Exotic Weapon Proficiency (Manople) as a racial bonus feat, but it is not considered a natural weapon.
- Fang Man

- LE Dragonborn Lizardfolk
- Medium Humanoid (Dragonblood, Reptilian)
- Paladin of Tyranny 2 / Ranger 1 / Dragonstalker 3 / Dragon Lord 4
- Strongarm

- NE Warforged
- Fighter 4 / Crusader 1 / Warforged Juggernaut 5
- (+1 reaching valorous battlefist; Warforged Fighter substitution levels 1, 2, 4)
- Faker

- LE Simulacrum
- Medium Construct (Magical) HD 8d10
- Two-bad

- CE Two-headed Half-Giant
- Medium Humanoid (Giant, Psionic) HD 2d8
- Psychic Warrior 8
- This guy stumped me for a long time. I wasn't sure how to handle him/them since the story really was never clear. By one account, he was two rival inventors/researchers who were fused by Skeletor into one body. But in the cartoon both heads are pretty dumb. The action figure focused on his bear-hug ability. What a mess!
- Icer

- NE Frostfolk
- Medium Spirit (Cold, Evil, Augmented Humanoid) HD 4d8
- Cleric of Winter 1 / Winterhaunt of Iborighu 10
- Jitsu

- LE Eternian
- Soulborn 12
- Ninjor

- NE Earthling
- Lurk 10 / Umbral Disciple 3
- Scare Glow
- NE Ghost Eternian
- Medium Spirit (Augmented Humanoid, Incorporeal, Undead)
- Dread Necromancer 5 / Ephemeral Exemplar 3 / Ghost-Faced Killer 3 / Avenging Executioner 4 / Menacing Brute 1