Donald Duck
Presenting our April's Fool monster for this year:
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!"
From Dragon Magazine #60 (April 1982, Dragon's Bestiary)