Written by Tom Moldvay
10th-level fighter/berserker
ALIGNMENT: Neutral good
HIT POINTS: 138
ARMOR CLASS: 4
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6 (+1 or
+3)
HIT BONUS: +1 or +3
MOVE: 12”
STRENGTH: 17
INTELLIGENCE: 9
WISDOM: 6
DEXTERITY: 18
CONSTITUTION: 19
CHARISMA: 13
Like many cartoon characters,
Donald
Duck cannot really be killed.
When reduced
to zero hit points, he loses
interest
in the battle and wanders
away. He need
never make a saving throw,
and attacks
which require saving throws
(even if
checking for half damage
only) never
succeed against Donald.
They might
produce a visible effect;
e.g., poison may
turn Donald green for a
turn, a fireball
may blacken his feathers
for a turn, but
Donald will then return
to normal and be
unharmed.
Donald usually wears a blue
sailor suit
and, while he possesses
all the skills one
might expect from a sailor,
he is an indifferent
sailor at best, preferring
to remain
on land. Donald often delights
in playing
tricks and practical jokes.
He does not,
however, take kindly to
having the tables
turned on him. He has a
hair-trigger temper
which often sends him into
a quacking
fury. Even when berserk,
he has a +2
bonus both to hit and on
damage done
(hence the dual statistics).
It is left to the
DM’s discretion to decide
when Donald
goes berserk.
Donald especially dislikes
chipmunks
and mountain
lions. One of the quickest
ways to turn him berserk
is to shoot an
arrow at him or throw something
at his
head and then shout: “Hey,
Donald,
duck!”