Tuesday Terror: Mighty Mouse

Okay, let’s be upfront. Today’s Tuesday Terror is not a terror, unless you’re evil or, worse yet, an evil cat. Mighty Mouse was created by Paul Terry to parody Superman. Mighty Mouse’s original name was Super Mouse, and he first appeared in an animated story titled The Mouse of Tomorrow. Super Mouse became Mighty Mouse in 1944, about two years after his creation, and he became an opera-singing hero in 1945, in part due to the widespread popularity of Mario Lanza.

Mr. Trouble never hangs around, when he hears this Mighty sound, “Here I come to save the day!” That means that Mighty Mouse is on the way! Yes, sir, when there is a wrong to right, Mighty Mouse will join the fight! On the sea or on the land, he’s got the situation well in hand! We know that when there’s danger, we’ll never despair; because, we know that when there’s danger he is there, on the land on the sea in the air. We’re not worrying at all. We just listen for his call, “Here I come to save the day!” That means that Mighty Mouse is on the way. When there is a wrong to right, Mighty Mouse will joint the fight. “Here I come to save the day!” That means that Mighty Mouse is on the way!

Mighty Mouse
Tiny humanoid (mouse), neutral good

Armor Class 19 (natural armor)
Hit Points 170 (20d4+120)
Speed 40 ft., fly 90 ft. (hover)

STR 20 (+5), DEX 20 (+5), CON 23 (+6), INT 11 (+0), WIS 16 (+3), CHA 18 (+4)

Saving Throws STR +10, DEX +10, CON +11, WIS +8
Skills Athletics +10, Insight +8, Intimidation +9, Investigation +5, Perception +8
Damage Resistances acid, force, necrotic, psychic, radiant; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 18
Languages Common
Challenge 15 (13,000 XP)

Flyby. Mighty Mouse doesn’t provoke opportunity attacks when he flies out of an enemy’s reach.

Flying Charge. If Mighty Mouse flies at least 20 feet straight toward a creature and then hits with a slam attack on the same turn, that target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Super-Senses. Mighty Mouse has advantage on Wisdom (Perception) checks related to sight and hearing. As a bonus action, his sense of sight works like a ring of x-ray vision with no danger of exhaustion.

Super-Strength. Mighty Mouse is treated as Gargantuan for purposes of using the Attack action to grapple or shove a creature. Mighty Mouse’s lifting and carrying capacities are equal to his Strength score multiplied by 120. Mighty Mouse deals double damage to objects and structures.

Actions

Multiattack. Mighty Mouse makes four attacks using his Slam, Cape Contrail, and/or Whirlwind attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Cape Contrail. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 18). Until this grapple ends, the target is restrained. It remains grappled for 1 minute or until it escapes the grapple. Mighty Mouse does not need to maintain the grapple.

Whirlwind. Mighty Mouse flies at least 40 feet in a circle to create a 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on the point around which he flies. The whirlwind lasts until the end of Mighty Mouse’s next turn. Any creature but Mighty Mouse that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

June 11th, 2019  in RPG No Comments »

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