DnDChick
Demon Queen of Templates
The D&D style monsters from various StrongBad emails at www.homestarrunner.com and the Peasant Quest game featured at that site. Enjoy!
JHONKA
Medium Humanoid (Jhonka)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Club +4 melee (1d6+2)
Full Attack: Club +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 14, Dex 11, Con 13, Int 4, Wis 11, Cha 8
Skills: Hide +7, Move Silently +6, Spot +4
Feats: Weapon Focus (club)
Environment: Temperate plains
Organization: Solitary, mob (2-5), or warband (4-16)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1
The Jhonka is grey and grody. He's got a cro-magnon forehead and jaw with a pair of wicked incisors. He sports and old loin-cheese cloth and carries either a big club or one of those roasted turkey legs you get at the Ren Fest.
The jhonka are one of many tribes of primitive, troll-like creatures found in the lowlands and throughout lesser dungeons. Their low intelligence makes them quite susceptible to toilet humor and cheap gags such as "Gimme five. Up high. Down low. Too slow."
Combat
A jhonka attacks fiercely and with little thought to strategy. Most jhonka fight with large spiked clubs.
Skills: Jhonkas receive a +4 racial bonus to Hide, Move Silently, and Spot checks.
Credit
The Jhonka originally appeared in Strong Bad Email #82 (http://www.homestarrunner.com/sbemail82.html) (©Mike and Matt Chapman, 2003). The above image, the word "jhonka," and the description of the jhonka are the intellectual property of Mike and Matt Chapman, and are used without permission. The above stat block contains no Open Game Content, except that which is already Open Game Content by virtue of appearing in the SRD.
Easter Egg Note: To see the picture and part of the stat block for the Jhonka, when StrongBad types, "No way, Jhonka!", click on the word JHONKA.
WING-A-LING DRAGON
Huge Dragon
Hit Dice: 20d12+120 (250 hp)
Initiative: +4
Speed: 40 ft. (8 squares) (can’t run), fly 150 ft. (poor)
Armor Class: 27 (-2 size, +19 natural), touch 8, flat-footed 27
Base Attack/Grapple: +20/+35
Attack: Bite +25 melee (2d8+7)
Full Attack: Bite +25 melee (2d6+7), slam +23 melee (2d6+3), tail slap +23 melee (2d6+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Beefy arm, burninating, consummate V
Special Qualities: Alternate form, blindsight 60 ft., immunities, keen senses, locate object, majesty, spells, SR 21
Saves: Fort +18, Ref +12, Will +15
Abilities: Str 25, Dex 11, Con 22, Int 8, Wis 17, Cha 16
Skills: Bluff +26, Diplomacy +5, Intimidate +28, Listen +26, Search +24, Spot +28, Survival +3 (+5 in aboveground natural environments)
Feats: Alertness, Flyby attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: Go to http://members.aol.com/countrygrrlhere/wingaling.rtf
Level Adjustment: —
This dragon is green-scaled with a long, S-shaped body and a large head filled with sharp teeth like consummate V’s. It has small wings for its size, and two spindly legs that, despite their size, are strong enough to support the beast on its rampages. A row of spinities runs down its back. A human-like, beefy arm completes the dragon's appendages, sprouting from the back of its neck.
Peasants tremble when the sun goes down, for they know the terror that comes in the night. The terrors they fear are the wing-a-ling dragons. Wing-a-ling dragons are nocturnal—the darkness makes their fire seem all the more magnificent.
These creatures are a chaotic, violent dragon species that thrives on “burninating” the countryside and the peasants in their thatch-roofed cottages. The wing-a-ling dragons, although not necessarily evil, love to watch things burn. They are greatly feared throughout the land for their wanton displays of fire and smoke.
The greatest wing-a-ling dragon that ever lived was a Great Wyrm called Trogdor. All wing-a-ling dragons pay homage to him as the God of Burnination. Some say that Trogdor will someday come in the night and burninate the entire world.
Combat
A wing-a-ling dragon uses its breath weapon as much as possible in combat, trying to set fire to anything in its path and giggling with maniacal glee as its targets bursts into flames. Opponents that get too close are either bitten or slammed by the wing-a-ling dragon's beefy arm.
Beefy Arm (Ex): The human-like arm of a wing-a-ling dragon is so beefy that any living opponent struck by it succeed on a DC 26 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength based.
Burninating (Su): Line of fire 60 ft. long and 5 ft. wide; 10d10 points of fire damage; DC 26 Reflex save for half damage. The save DC is Constitution based.
Consummate V (Ex): The sharp, V-shaped teeth and spinities of a wing-a-ling dragon are considered to be keen weapons. The critical threat range of a wing-a-ling dragon's bite and tail slap is 19-20. Combined with the Improved Critical feat, the threat range for the bite is 17-20.
Alternate Form (Su): 1/day— A wing-a-ling dragon can assume the form of a Medium humanoid indefinitely. A wing-a-ling dragon can assume three forms: man, dragon-man, and dragon. Most wing-a-ling dragons use this ability to infiltrate human villages during the day to determine the most flammable building in the area. Then the wing-a-ling dragon comes in the night and blasts it with its fiery breath.
Immunities (Ex): All wing-a-ling dragons are immune to sleep and paralysis effects, and fire.
Keen Senses (Ex): A wing-a-ling dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 600 feet.
Majesty (Su): When a wing-a-ling dragon roars or sets something on fire and laughs, all creatures of 20 HD or fewer must succeed on a DC 23 Will save or be overcome with awe and fear. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma based.
Spells: An Adult wing-a-ling dragon casts spells as a 5th level sorcerer.
Locate Object (Sp): An Adult wing-a-ling dragon can use this ability as the spell of the same name, 6 times per day.
Credit
The Wing-A-Ling Dragon originally appeared as Trogdor in Strong Bad Email #58 (http://www.homestarrunner.com/sbemail58.html) (©Mike and Matt Chapman, 2003). The word "wing-a-ling dragon," and the description of the wing-a-ling dragon are the intellectual property of Mike and Matt Chapman, and are used without permission. The above stat block contains no Open Game Content, except that which is already Open Game Content by virtue of appearing in the SRD.
KERREK
Large Giant
Hit Dice: 4d8+11 (29 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Slam +8 melee (1d6+5); or club +7 melee (1d8+5)
Full Attack: 2 slams +8 melee (1d6+5); or club +7 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (slam)
Environment: Temperate hills
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 3
Treasure: Standard and stinky
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2
The Kerrek is a big, stinky pig-man.
The Kerrek is an ogre-like creature with a pig-like snout, two large tusks, and a horrible smell. Everything the Kerrek owns stinks, any anyone that takes it's stuff will stink just as badly.
Combat
Other than its powerful reek, the Kerrek's main weapons are its fists. With one blow, it can pound a Medium creature into the dirt like a nail.
Credits
The Kerrek originally appeared in Strong Bad Email #62 (http://www.homestarrunner.com/sbemail62.html) (©Mike and Matt Chapman, 2003). The above image, the word "kerrek," and the description of the kerrek are the intellectual property of Mike and Matt Chapman, and are used without permission. The above stat block contains no Open Game Content, except that which is already Open Game Content by virtue of appearing in the SRD.
Easter Egg Note: To see the picture of the Kerrek, when StrongBad types "And then Trogdor smote the Kerrek, and all was laid to burnination!" in fancy script, click on the word KERREK.

JHONKA
Medium Humanoid (Jhonka)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Club +4 melee (1d6+2)
Full Attack: Club +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 14, Dex 11, Con 13, Int 4, Wis 11, Cha 8
Skills: Hide +7, Move Silently +6, Spot +4
Feats: Weapon Focus (club)
Environment: Temperate plains
Organization: Solitary, mob (2-5), or warband (4-16)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1
The Jhonka is grey and grody. He's got a cro-magnon forehead and jaw with a pair of wicked incisors. He sports and old loin-cheese cloth and carries either a big club or one of those roasted turkey legs you get at the Ren Fest.
The jhonka are one of many tribes of primitive, troll-like creatures found in the lowlands and throughout lesser dungeons. Their low intelligence makes them quite susceptible to toilet humor and cheap gags such as "Gimme five. Up high. Down low. Too slow."
Combat
A jhonka attacks fiercely and with little thought to strategy. Most jhonka fight with large spiked clubs.
Skills: Jhonkas receive a +4 racial bonus to Hide, Move Silently, and Spot checks.
Credit
The Jhonka originally appeared in Strong Bad Email #82 (http://www.homestarrunner.com/sbemail82.html) (©Mike and Matt Chapman, 2003). The above image, the word "jhonka," and the description of the jhonka are the intellectual property of Mike and Matt Chapman, and are used without permission. The above stat block contains no Open Game Content, except that which is already Open Game Content by virtue of appearing in the SRD.
Easter Egg Note: To see the picture and part of the stat block for the Jhonka, when StrongBad types, "No way, Jhonka!", click on the word JHONKA.

WING-A-LING DRAGON
Huge Dragon
Hit Dice: 20d12+120 (250 hp)
Initiative: +4
Speed: 40 ft. (8 squares) (can’t run), fly 150 ft. (poor)
Armor Class: 27 (-2 size, +19 natural), touch 8, flat-footed 27
Base Attack/Grapple: +20/+35
Attack: Bite +25 melee (2d8+7)
Full Attack: Bite +25 melee (2d6+7), slam +23 melee (2d6+3), tail slap +23 melee (2d6+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Beefy arm, burninating, consummate V
Special Qualities: Alternate form, blindsight 60 ft., immunities, keen senses, locate object, majesty, spells, SR 21
Saves: Fort +18, Ref +12, Will +15
Abilities: Str 25, Dex 11, Con 22, Int 8, Wis 17, Cha 16
Skills: Bluff +26, Diplomacy +5, Intimidate +28, Listen +26, Search +24, Spot +28, Survival +3 (+5 in aboveground natural environments)
Feats: Alertness, Flyby attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: Go to http://members.aol.com/countrygrrlhere/wingaling.rtf
Level Adjustment: —
This dragon is green-scaled with a long, S-shaped body and a large head filled with sharp teeth like consummate V’s. It has small wings for its size, and two spindly legs that, despite their size, are strong enough to support the beast on its rampages. A row of spinities runs down its back. A human-like, beefy arm completes the dragon's appendages, sprouting from the back of its neck.
Peasants tremble when the sun goes down, for they know the terror that comes in the night. The terrors they fear are the wing-a-ling dragons. Wing-a-ling dragons are nocturnal—the darkness makes their fire seem all the more magnificent.
These creatures are a chaotic, violent dragon species that thrives on “burninating” the countryside and the peasants in their thatch-roofed cottages. The wing-a-ling dragons, although not necessarily evil, love to watch things burn. They are greatly feared throughout the land for their wanton displays of fire and smoke.
The greatest wing-a-ling dragon that ever lived was a Great Wyrm called Trogdor. All wing-a-ling dragons pay homage to him as the God of Burnination. Some say that Trogdor will someday come in the night and burninate the entire world.
Combat
A wing-a-ling dragon uses its breath weapon as much as possible in combat, trying to set fire to anything in its path and giggling with maniacal glee as its targets bursts into flames. Opponents that get too close are either bitten or slammed by the wing-a-ling dragon's beefy arm.
Beefy Arm (Ex): The human-like arm of a wing-a-ling dragon is so beefy that any living opponent struck by it succeed on a DC 26 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength based.
Burninating (Su): Line of fire 60 ft. long and 5 ft. wide; 10d10 points of fire damage; DC 26 Reflex save for half damage. The save DC is Constitution based.
Consummate V (Ex): The sharp, V-shaped teeth and spinities of a wing-a-ling dragon are considered to be keen weapons. The critical threat range of a wing-a-ling dragon's bite and tail slap is 19-20. Combined with the Improved Critical feat, the threat range for the bite is 17-20.
Alternate Form (Su): 1/day— A wing-a-ling dragon can assume the form of a Medium humanoid indefinitely. A wing-a-ling dragon can assume three forms: man, dragon-man, and dragon. Most wing-a-ling dragons use this ability to infiltrate human villages during the day to determine the most flammable building in the area. Then the wing-a-ling dragon comes in the night and blasts it with its fiery breath.
Immunities (Ex): All wing-a-ling dragons are immune to sleep and paralysis effects, and fire.
Keen Senses (Ex): A wing-a-ling dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 600 feet.
Majesty (Su): When a wing-a-ling dragon roars or sets something on fire and laughs, all creatures of 20 HD or fewer must succeed on a DC 23 Will save or be overcome with awe and fear. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma based.
Spells: An Adult wing-a-ling dragon casts spells as a 5th level sorcerer.
Locate Object (Sp): An Adult wing-a-ling dragon can use this ability as the spell of the same name, 6 times per day.
Credit
The Wing-A-Ling Dragon originally appeared as Trogdor in Strong Bad Email #58 (http://www.homestarrunner.com/sbemail58.html) (©Mike and Matt Chapman, 2003). The word "wing-a-ling dragon," and the description of the wing-a-ling dragon are the intellectual property of Mike and Matt Chapman, and are used without permission. The above stat block contains no Open Game Content, except that which is already Open Game Content by virtue of appearing in the SRD.

KERREK
Large Giant
Hit Dice: 4d8+11 (29 hp)
Initiative: –1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Slam +8 melee (1d6+5); or club +7 melee (1d8+5)
Full Attack: 2 slams +8 melee (1d6+5); or club +7 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (slam)
Environment: Temperate hills
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 3
Treasure: Standard and stinky
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2
The Kerrek is a big, stinky pig-man.
The Kerrek is an ogre-like creature with a pig-like snout, two large tusks, and a horrible smell. Everything the Kerrek owns stinks, any anyone that takes it's stuff will stink just as badly.
Combat
Other than its powerful reek, the Kerrek's main weapons are its fists. With one blow, it can pound a Medium creature into the dirt like a nail.
Credits
The Kerrek originally appeared in Strong Bad Email #62 (http://www.homestarrunner.com/sbemail62.html) (©Mike and Matt Chapman, 2003). The above image, the word "kerrek," and the description of the kerrek are the intellectual property of Mike and Matt Chapman, and are used without permission. The above stat block contains no Open Game Content, except that which is already Open Game Content by virtue of appearing in the SRD.
Easter Egg Note: To see the picture of the Kerrek, when StrongBad types "And then Trogdor smote the Kerrek, and all was laid to burnination!" in fancy script, click on the word KERREK.
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