He-Man and the Monsters of the Universe
Catfolk
Catfolk Racial Traits
- Medium humanoid (feline)
- +4 Dexterity, +2 Charisma.
- A catfolk’s base land speed is 40 feet.
- Low-Light Vision
- A catfolk gains Agile Athlete and Weapon Finesse as bonus feats at 1st level, allowing her to use her Dexterity modifier for Climb and Jump checks, and attacks with light or natural weapons.
- Natural weapons (Ex): A catfolk has two claw attacks that are primary natural weapons dealing 1d6 damage plus her Strength bonus.
- Light landing (Ex): A catfolk gains a +10 bonus to Jump or Tumble checks made to reduce fall damage.
- Racial Skills: Catfolk have a +2 racial bonus on Balance, Listen, and Move Silently checks.
- +1 natural armor bonus.
- Favored save: Reflex.
- Level adjustment: +1
- Racial feats: Feline Pounce, Feline Rake
Kon-Seal
Kon-Seal Racial Traits
- Tiny fey (sprite)
- +4 Dexterity, +4 Charisma, −4 Strength, −2 Constitution
- A kon-seal’s base land speed is 20 feet.
- Low-light vision.
- Racial Hit Dice: A kon-seal begins with three levels of fey (HD 3d6). The class skills for a kon-seal’s racial hit dice are Bluff, Climb, Escape Artist, Hide, Jump, Knowledge (Local), Listen, Move Silently, Search, Spot, and Survival. As a fey, a kon-seal is proficient with all simple weapons but has no proficiency with any armor or shield.
- All sprites have a +2 racial bonus to Search, Spot, and Listen checks.
- +8 racial bonus to Hide checks. Hide is always considered a class skill for a kon-seal.
- DR 5/Eternal bronze
- A kon-seal can use dimension slide at will as a psi-like ability, with a manifester level equal to total hit dice.
- Temporal Constancy (Ex): A kon-seal is immune to paralysis and any effect with the time-affecting descriptor.
- Camouflage (Ex): A kon-seal can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
- Superior Concealment (Ex): A kon-seal gains an additional 10% miss chance when partially concealed (for a total of 30%) and an additional 20% in total concealment (for a total of 70%). This benefit only applies to actual concealment, not other effects that grant a miss chance, such as displacement.
- Nondetection (Su): A kon-seal is continuously under the effect of nondetection with a caster level equal to total hit dice. As a standard action, this effect can be suppressed for one round.
- Favored save: Reflex.
- Level adjustment: —
Mephitian
Mephitian Racial Traits
- Medium monster
- +4 Constitution, −2 Dexterity, −2 Intelligence
- A mephitian’s base land speed is 30 feet.
- Darkvision out to 60 feet.
- +3 natural armor bonus to AC
- Scent (Ex)
- Stench (Ex): When a mephitian is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except mephitians) within 30 feet of a mephitian must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same mephitian’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
- Level Adjustment: +1
- Favored save: Will
Ogre
Ogres as characters
- Medium monster
- +4 Strength, +2 Dexterity, +4 Constitution, −2 Intelligence, −2 Charisma: Ogres are strong, tough, and agile, but not particularly smart or personable.
- An ogre’s base land speed is 30 feet.
- Darkvision out to 60 ft.
- Powerful Build (see the Half-Giant racial feature)
- Racial Hit Dice: An ogre begins with two levels of monster (HD 2d10). The class skills for an ogre’s racial hit dice are Climb, Hide, Jump, Listen, Search, Spot, and Survival. As a monster, an ogre is proficient with all simple weapons but has no proficiency with any armor or shield.
- Mountain Movement: Because ogres are native to the forbidding ledges and cliffs of the Eternian Ice Mountains, they are particularly adept at negotiating mountain hazards. An ogre can make standing long jumps and high jumps as if they were running long jumps and high jumps. He can engage in accelerated climbing (climbing half his speed as a move action) without taking the −5 penalty on the Climb check.
- Acclimated: Ogres are automatically acclimated to life at high altitudes. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, ogres don’t lose their acclimation to high altitude even if they spend months or years at lower elevations.
- Resistance to Cold 5 (Ex): Ogres have adapted to the harsh conditions of their homelands, growing a tough hide and thick fur to protect them from low temperatures. They can ignore the first 5 points of cold damage dealt by any attack, whether mundane or magical.
- Monkey Grip: Ogres gain Monkey Grip as a bonus feat.
- Natural Armor: An ogre’s tough hide and thick fur protect him from harm, giving him a +2 natural armor bonus to AC.
- Favored save: Reflex.
- Level adjustment +1.
Belot
Belots are a race of humanoids that live below the surface of Eternia. Fiercely distrusting of surface-dwellers, their powerful kingdom is led by Subternius.
Belots as characters
- Medium humanoid (Eternian, psionic)
- +4 Constitution, −4 Charisma
- A Belot’s base land speed is 20 feet. However, Belots can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision out to 120 ft.
- Spell resistance equal to 11 + class levels.
- Immunity to paralysis, phantasms, and poison.
- +2 racial bonus on saves against spells and spell-like effects.
- Stonecunning: This ability grants a Belot a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Belot who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Belot can use the Search skill to find stonework traps as a rogue can. A Belot can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Psi-Like Abilities: 1/day — psionic minor creation, strength of my enemy. Manifester level is equal to Hit Dice (minimum 3rd).
- Naturally Psionic: Belots gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- +1 racial bonus on attack rolls against orks and goblinoids.
- Light Sensitivity (Ex): Belots are dazzled in sunlight or within the radius of a daylight spell.
- Belots have a +4 racial bonus on Move Silently checks. They have a +4 racial bonus on Craft (mechanical) and Use Technological Device checks.
- Weapon familiarity: Belots treat the scythe and trident as simple weapons.
- Favored save: Fortitude.
- Level adjustment +0.
Scorpionfolk
Scorpionfolk Monster Class
Also see the Scorpionfolk racial listing
Level | Hit Dice | Base Attack Bonus | Fort Save | Ref Save | Will Save | Skill Points | Special |
---|---|---|---|---|---|---|---|
1 | 1d10 | +1 | +2 | +2 | +0 | (2+Int)×4 | +2 Str, +2 Wis, −2 Int, Low-light vision, 2 claws 1d3, +1 Natural armor |
2 | 2d10 | +2 | +3 | +3 | +0 | (2+Int)×5 | +2 Dex, Sandskimmer, +2 Natural armor |
3 | 3d10 | +3 | +3 | +3 | +1 | (2+Int)×6 | +2 Con, Tail 1d4, +3 Natural armor |
4 | 4d10 | +4 | +4 | +4 | +1 | (2+Int)×7 | +2 Str, Poison 2/day, +4 Natural armor |
5 | 5d10 | +5 | +4 | +4 | +1 | (2+Int)×8 | Constricting grip, Natural Combatant, Poison 5/day, +5 Natural armor |
Like all intelligent creatures, scorpionfolk receive feats as normal at levels 1, 3, 6, etc; and may raise ability scores at levels 4, 8, 12, etc.
Shadow Beast
Size/Type | Large magical beast |
---|---|
Hit Dice | 102 hp = 10d10 + 30 + 17 |
Speed | 40 ft., climb 20 ft. |
Initiative | +6 |
Senses | Darkvision 60 ft., Listen +14, Spot +1 |
Armor Class | 19 (+2 Dex, +8 natural, −1 size), touch 11, flat-footed 17 |
BAB/Grapple | +10/+19 |
Attack | Gore +15 melee (1d8+7) or 2 claws +10 melee (1d6+7*) |
Full attack | Gore +10 melee (1d8+12*) and 2 claws +5 melee (1d6+7*) |
Space/Reach | 10 ft. / 5 ft. |
Special Attacks | Screech, Bull rush +14 (+16 charge), Powerful charge 4d6+7, (Sp) 3/day—darkness |
Special Qualities | Darkvision 60 ft., Light Sensitivity, Light Vulnerability |
Saves | Fort +10, Ref +9, Will +4 |
Abilities | Str 20, Dex 14, Con 17, Int 5, Wis 12, Cha 7 |
Skills | Listen +14, Spot +1, Hide +10, Move Silently +1, Climb +14 |
Feats | Blind-Fightᴮ, Power Attack, Improved Bull Rush, Improved Initiative, Combat Reflexes |
Environment | Cold hills |
Organization | Solitary, pair, or pack (3–8) |
Possessions | None |
Alignment | Usually chaotic evil |
Advancement | 11–15 HD (Large); 16–30 HD (Huge) |
Challenge Rating | 5 |
Level Adjustment | — |
Note | * Power attack for 5 is included in the stats |
- Light Sensitivity
- Dazzled in bright sunlight or the daylight spell.
- Light Vulnerability (Su)
- Shadow Beasts take extra damage from spells and effects which inflict extra damage to creatures with special vulnerability to light, such as searing light.
- When cast, spells with the Light descriptor which illuminate an area also inflict damage as an inflict wounds spell of that spell level to any shadow beasts in the bright illumination area (Will half), and half that to any in the dim illumination area (Will negates). For example, a 5th-level cleric casting daylight inflicts 3d8+5 damage to shadow beasts within 60 feet of the target.
- Similarly, spells with the Darkness descriptor, including the shadow beasts’ own darkness spell-like ability, act as a cure wounds spell of the same level to all shadow beasts in the area.
- Darkness (Sp)
- Targets the shadow beast’s horn. (As 5th-level cleric.)
- Screech (Su)
- Disorientation for 1d4 rounds, 60-foot spread. Will DC 13 negates, the save DC is Charisma-based. This is a sonic mind-affecting effect. +2 bonus to DC for every additional beast already screeching. A creature that successfully saves against this effect cannot be affected by the same shadow beast’s screech for 24 hours.
Ape Clan
- +2 Strength, +2 Constitution, −2 Dexterity, −2 Intelligence. Ape clansfolk are strong and hardy, but are hampered by slow intellects and reflexes.
- Medium humanoid (Eternian)
- An ape clansfolk’s base land speed is 30 feet, and also has a climb speed of 15 feet.
- Primitive Weapon Mastery (Ex): Ape clansfolk have a +1 racial bonus on attack rolls made with the following weapons: bolas, club, dart, greatclub, goad, harpoon, iuak, javelin, longspear, quarterstaff, ritiik, shortbow, shortspear, sling, spear, sugliin, throwing axe, and tiger skull club.
- +2 racial bonus on Listen, Spot, and Survival checks. Ape clansfolk have excellent senses and know how to get along in the wild with ease.
- +8 racial bonus on Climb checks. An ape clansfolk can always choose to take 10 on Climb checks, even if rushed or threatened.
- Climate Tolerant: Ape clansfolk gain Cold Endurance and Heat Endurance as bonus feats. They suffer little harm from environmental extremes of heat or cold so they do not have to make Fortitude saves in extreme environments between −20° and 140° F (severe cold to severe heat). In addition, an ape clansfolk gains a +2 bonus on saving throws against Cold and Fire effects.
- Brachiation (Ex): In medium or dense forest or jungle terrain, an ape clansfolk can swing through wooded areas at his base land speed, ignoring any effects on movement due to terrain. He must be at least 20 feet from the ground to use this ability.
- Eternian Blood: For all effects related to race, an ape clansfolk is considered an Eternian. Ape clansfolk are just as vulnerable to special effects that affect Eternians as an Eternian is, and they can use magic items that are only usable by Eternians.
- Racial Illiteracy: Ape clansfolk do not automatically know how to read and write. An ape clansfolk must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
- Favored save: Fortitude.
- Level adjustment +0.
Snake Clan
The Snake Clan is a clade of ancient humanoids native to Preternia. Legend has it that the Snake Clan and Ape Clan are the ancestors of modern Eternians.
- +2 Dexterity, +2 Intelligence, +2 Charisma.
- Medium humanoid (reptilian)
- A snake clansfolk’s base land speed is 30 feet.
- Darkvision out to 60 feet.
- +1 natural armor bonus.
- Spell-like abilities: At will—detect poison. 1/day—animal trance (DC 13), cause fear (DC 12), charm person (DC 12), darkness, entangle (DC 12). Caster level 4th. The save DCs are Charisma-based.
- Alternate Form (Su): A snake clansfolk can assume the form of a Tiny, Small, or Medium viper, or return to Humanoid form, as a standard action. He gains the physical ability scores, natural weapons, natural armor, movement modes, and extraordinary special attacks of a viper when in his alternate form.
- Spell resistance equal to total hit dice + 11.
- Favored save: Reflex.
- Level adjustment +1.
Silaxian
Silaxian Racial Traits
- Medium alien
- +8 Strength, +8 Constitution, +2 Intelligence, −2 Charisma.
- A Silaxian’s base land speed is 30 feet.
- Darkvision out to 60 ft.
- Racial Hit Dice: A Silaxian begins with two levels of alien (HD 2d8, average BAB, strong Will save, 4 + Int mod skills per level). The class skills for a Silaxian’s racial hit dice are Appraise, Climb, Intimidate, Knowledge (local), Listen, Search, Spot, Survival, and Tumble. As an alien, a Silaxian is proficient with all simple and martial weapons, with light and medium armor, and with simple shields.
- Silaxians get Blind-Fight as a bonus feat.
- Silax is a heavy gravity world. Natives gain a +2 circumstance bonus on Climb and Jump checks when on normal gravity worlds, and the effects of a light gravity world are increased by half.
- Natural Armor: A Silaxian’s tough skin protects her from harm, giving her a +4 natural armor bonus to Armor Class.
- Resist acid 10.
- +4 racial bonus on saving throws against poisons.
- Favored save: Reflex.
- Level adjustment +2.
Geodon
Humanoid form | Stone form | |
---|---|---|
Size/Type | Medium aberration (earth) | Medium construct (earth) |
Hit Dice | XX hp = 7d8 + XX | XX hp = 7d8 + XX |
Speed | 30 ft. | 0, fly 60 ft. (clumsy) |
Initiative | +6 | +6 |
Senses | Darkvision 60 ft., Listen +XX, Spot +XX | Blinded, Tremorsense 60 ft. |
Armor Class | 19 (−1 Dex, +6 natural), touch 11, flat-footed 17 | 19 (+2 Dex, +8 natural, −1 size), touch 11, flat-footed 17 |
BAB/Grapple | +5/+6 | +5/+6 |
Attack | Slam | — |
Space/Reach | 5 ft. / 5 ft. | 5 ft. / — |
Special Attacks | Seismic ray gun (Reflex DC 20) | Meteor smash |
Special Qualities | Darkvision 60 ft. | Tremorsense 60 ft. |
Saves | Fort +10, Ref +9, Will +4 | Fort +10, Ref +9, Will +4 |
Abilities | Str 12, Dex 8, Con 17, Int 11, Wis 11, Cha 8 | Str 12, Dex 8, Con —, Int 11, Wis 11, Cha 8 |
Skills | Listen +14, Spot +1, Hide +10, Move Silently +1, Climb +14 | Listen +14, Spot +1, Hide +10, Move Silently +1, Climb +14 |
Feats | Improved Bull Rushᴮ | |
Environment | Geolon (home planet) or Interstellar space | |
Organization | Solitary, pair, or crew (3–8) | |
Possessions | None | None |
Alignment | Usually lawful | |
Advancement | by character class | by character class |
Challenge Rating | XX | XX |
Level Adjustment | — | — |
Two-Headed Half-Giant
A half-giant augmented by the multi-headed template gains additional special features.
Two-Headed Half-Giant Racial Traits
- +2 Strength, +4 Constitution, −2 Dexterity: Half-giants are tough and strong, but not too nimble.
- Medium humanoid (giant, psionic)
- Racial hit dice: a Two-Headed Half-Giant begins with two levels of Humanoid (HD 2d10, average BAB, strong Fort and Will saves, 4 + Int mod skills per level). The Giant subtype increases the hit die to d10 and grants a strong Fort save.
- Half-giant base land speed is 30 feet.
- Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Unlike other multi-headed augmented creatures, a two-headed half-giant does not gain Darkvision.
- +1 natural armor bonus to AC.
- Powerful Build.
- Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- +2 racial bonus on Listen, Search, and Spot checks.
- Bonus feats: Combat Reflexes, Improved Initiative, Mental Juggernaut.
- Superior Two-Weapon Fighting (Ex): Because each of their two heads controls an arm, a two-headed half-giant does not take a penalty on attack or damage rolls for attacking with two weapons.
- Collective Intellect (Su): Immediately after failing a Knowledge check, a two-headed half-giant may spend 1 power point and concentrate for one minute to gain the effect of call to mind. For every additional power point they spend, the competence bonus increases by 1.
- A two-headed half-giant with manifester level of at least 3 is eligible for the psionic feat Two-Headed Multitasking, which allows each head to hold a separate psionic focus.
- No fire acclimation and no stomp psi-like ability (unlike normal half-giants).
- Favored save: Will
- Level Adjustment: +1
Undead Widgets
Name | Squinch | Lara | Kando |
---|---|---|---|
Class | Corpse widget Warrior 4 | Gravetouched ghoul widget Commoner 1 / Rogue 2 | Bone widget Sorcerer 3 |
Size/Type | Small humanoid (elf, undead) | Small humanoid (elf, undead) | Small humanoid (elf, undead) |
Hit Dice | 4d20+3 | 3d20 | 3d20 |
Speed | 20 ft., single actions only | 20 ft. | 20 ft. |
Initiative | +1 | +8 | +4 |
Senses | Darkvision 60 ft. | Darkvision 60 ft., Listen +11, Spot +7 | Darkvision 60 ft. |
Armor Class | 15 (+1 Dex, +1 Natural, +1 Size, +2 Armor), touch 12, flat-footed 14 | 19 (+4 Dex, +2 Natural, +1 Size, +2 Armor), touch 15, flat-footed 15 | 20 (+4 Dex, +1 Natural, +1 Size, +4 mage armor), touch 15, flat-footed 16 |
BAB/Grapple | +4 / +4 | +2 / −1 | +1 / −4 |
Attack | Slam +9 melee (1d4+4) or Horned helm +12 charge (2d3+8) | Bite +6 melee (1d4+1 plus disease) | Claw +5 melee (1d3−1) or Ray +5 ranged touch |
Full attack | — | 2 claws +6 melee (1d3+1 plus paralysis) and Bite +1 melee (1d4+1 plus disease) | 2 claws +5 melee (1d3−1) |
Space/Reach | 5 ft. / 5 ft. | 5 ft. / 5 ft. | 5 ft. / 5 ft. |
Special Attacks | — | Sneak attack +1d6 2 Claws 1d3 + paralysis (Fort DC12 1d4+1 rounds) Bite 1d4 + ghoul fever | Spells |
Special Qualities | Darkvision, DR 5 / slashing, Widget traits | Evasion; Trapfinding; Stonecunning; Turn resistance +2, Widget traits | Darkvision, DR 5 / bludgeoning, Widget traits |
Saves | Fort +4, Ref +2, Will −1 | Fort +1, Ref +7, Will +2 | Fort +1, Ref +2, Will +3 |
Abilities | Str 18, Dex 12, Con —, Int 8, Wis 8, Cha 14 | Str 12, Dex 18, Con —, Int 15, Wis 14, Cha 12 | Str 8, Dex 18, Con —, Int 10, Wis 8, Cha 17 |
Skills | — | Balance +4, Bluff+6, Diplomacy +3, Escape Artist +2, Hide +13, Know (Dungeon) +5, Listen +11, Move Silently +7, Spot +7, Tumble +9 | — |
Feats | Toughness, WF (Short sword) | Improved initiative, Weapon finesse | Weapon finesseᴮ, Combat casting, Versatile spellcrafter |
Environment | Widget Village or underground | Widget Village or underground | Widget Village or underground |
Organization | Unique, usually found with Kando and Lara | Unique, usually found with Squinch and Kando | Unique, usually found with Squinch and Lara |
Possessions | Masterwork small horned helm | Sapphire brooch 5d100 gp | Wand of grease (4d6 charges) |
Alignment | Lawful evil | Chaotic evil | Neutral evil |
Advancement | By character class | By character class | By character class |
Challenge Rating | 4 | 4 | 3 |
Note | — | — | Spells: 0—6/day; 1—6/day Spells known: 0—detect magic, guidance, no light; 1—ray of enfeeblement (DC 14), mage armor, benign transposition |