Walt Disney’s
DONALD DUCK

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!”