Our heroes arrive on the scene just as General Zoa and the goon squad park their humongous war machine next to the NASA Space Center and head inside. Thundarr and gang follow, but the goons attack them once they get inside. General Zoa and the goons are defeated and leave in the war machine, heading back to Mindok’s stronghold.
Thundarr finds the “ice people” that Zoa and the goon squad were looking for, and wake the three NASA scientists from their cryogenic suspension. Mindok is peeved that Thundarr got to the ice people first, so he imprisons Zoa and the goon squad in a fist-sized crystal ball as punishment.
Mindok heads to the Space Center himself, where he zaps the scientists away from our heroes right in front of them, teleporting them back to his island stronghold. He warns Thundarr and the gang not to follow, but of course they do anyway. After wrestling with some fire whales, Thundarr, Ariel, and Ookla arrive at Mindok’s island stronghold.
Fire whales have a mouth full of teeth, spikes on their forehead, back, and sides, and a flamethrowing tube where its blowhole would normally be.
Fire Whale (CR 5, HD 9d8+45)
N Huge Animal
Init +2 Spd Swim 50
Senses Blindsight (Ex): 120 ft.; Low-light Vision (Ex) | Listen +14, Spot +14
AC 16 (FF 14, Touch 10)
hp 88 (Disabled -5/Dying -21/Injury 21)
Saves: Fort +11, Ref +8, Will +5
Atk +12/+7 base melee, +6/+1 base ranged; Grapple +22; Face 15’x15′; Reach 10′;
+12 Melee (Bite 2d6+12/crit 20/x2);
SA: Breath Weapon Type: 30 ft. Cone of Fire 3d6 (Reflex 15 for half)
SQ: Hold Breath (Ex),
Abilities STR 27, DEX 15, CON 21, INT 2, WIS 14, CHA 6
Feats: Alertness, Endurance, Run, Toughness.
Skills: Listen + 14, Spot + 14, Swim + 16.
Special Qualities: Blindsight (Ex): Whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.
Mindok is ready for them, though, and traps them in a crystal ball with little trouble. By this time the scientists that Mindok mind-controlled into building him a big robot body have completed their work. With his new body and his enormous brain-powered flying warship (which he had prepared ahead of time), Mindok is now ready to rule the world.
Mindok is a disembodied brain, usually covered by a helmet. He initially uses a rocket-propelled skeletal body to transport him around, covered by a purple robe that hovers. After kidnapping the scientists, they create a much larger body for him.
Mindok the Mind Menace (CR 5, HD 9d12)
NE Tiny Undead
Init +2 Spd Fly, Good 30
Senses Blindsight (Ex): 60 ft.; Darkvision (Ex): 60 ft.; | Listen +9, Spot +9
AC 15 (FF 13, Touch 15)
hp 58 (Disabled 0/Dying —/Injury –)
Saves: Fort +3, Ref +5, Will +9
Resistance: Turn (Ex): +4, Immunity: Reincarnate (Ex), Immunity: Critical hits (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Sleep Effects (Ex), Immunity: Fatigue (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Raise Dead (Ex)
Atk +8 base melee, +8 base ranged; Grapple -2; Face 1’x1′; Reach 0′;
SA: Spell-Like Abilities (Suggestion, CL 10, 3/day; Telekinesis, CL 10, 3/day; Dominate Person, CL 10, 1/day) , Mind Thrust (Su)
SQ: Racial Traits: Undead, Rebuke Undead 6/day (Su), Telepathy (Su): 100 ft., Madness (Su), No Natural Healing (Ex),
Abilities STR –, DEX 14, CON –, INT 16, WIS 12, CHA 16
Feats: Alertness, Combat Manifestation, Iron Will, Warped Mind.
Skills: Bluff + 9, Diplomacy + 9, Gather Information + 6, Hide + 10, Knowledge (Arcana) + 15, Knowledge (Architecture and Engineering) + 15, Knowledge (History) + 9, Knowledge (Psionics) + 9, Knowledge (Religion) + 9, Listen + 9, Sense Motive + 2, Spot + 9, Use Magic Device + 9.
Mind Thrust (Su): A brain in a jar can spend a standard action to deliver a massive assault on the thought pathways of any one creature, undermining its intellect. This mind thrust deals 2d10 points of damage to any target creature that fails a DC 14 Will save. The save DC is Charisma-based.
Madness (Su): Anyone targeting a brain in a jar with a thought detection, mind control, or any sort of telepathic or psionic ability that makes direct contact with its tortured mind takes 1d4 points of Wisdom damage.
Thundarr, Ariel, and Ookla join forces to break out of the crystal globe. They follow Mindok’s warship to the nearby village where he is in the process of conquering the stone-age human peasants living there. Thundarr, Ariel, and Ookla ride their horses onto and into the ship, and face off against Mindok in his control room.
Mindok’s Robot Form
A giant robot with two antennae that act as focal points for Mindok’s mental powers. Mindok’s mental attributes and psionics all still apply.
Mindok’s Robot Form (CR 13, HD 18d10)
N Large Construct
Init -1 Spd 20
Senses Darkvision (Ex): 60 ft.; Low-light Vision (Ex); | Listen +0, Spot +0
AC 30 (FF 30, Touch 8)
hp 129 (Disabled 0/Dying —/Injury –)
Saves: Fort +6, Ref +5, Will +6
Immunity: Magic (Ex), Damage Reduction (Su): 15/Adamantine, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Stun (Ex), Immunity: Disease (Ex), Immunity: Death Effects (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Necromancy (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Critical hits (Ex), Immunity: Ability Drain (Ex), Immunity: Ability Damage (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), Immunity: Energy Drain (Ex), Immunity: Fortitude Save-Based Attacks (Ex),
Atk +23/+18/+13 base melee, +11/+6/+1 base ranged; Grapple +28; Face 10’x10′; Reach 10′;
+23 Melee (2 Slam 2d10+11/crit 20/x2);
SQ: Racial Traits: Construct, No Natural Healing (Ex), Cannot be Raised or Resurrected
Abilities STR 33, DEX 9, CON –, INT –, WIS 12, CHA 16
Magic Immunity (Ex): The robot is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the robot and cures 1 point of damage for each 3 points of damage it would otherwise deal. The robot rolls no saving throw against fire effects.
Rust Vulnerability (Ex): A robot is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Mindok’s mighty robot body tosses Ookla across the room like a rag doll, but Thundarr cuts off one of Mindok’s hands and both legs with his Sunsword. Mindok falls into the control panel and smashes it, sending the warship out of control. Our heroes jump off the ship just in time. Mindok laughs maniacally as his ship is launched into an eternal orbit around the Earth.
Read more at the Thundarr role-playing game, Under the Broken Moon.