Calvin and Hobbes: Best Friend Bundle

by pixelpwer42

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Best Friend Bundle

Calvin

Small humanoid (human), chaotic nuetral


  • Armor Class 11
  • Hit Points 11 (1d8 + 6)
  • Speed 20 ft

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 12 (+1) 14 (+2) 17 (+3)

  • Saving Throws Dex +2
  • Skills Performance +5
  • Languages Common
  • Challenge 30 (155,000 xp)

Actions

Transmogrifier gun. Calvin chooses a target. If the target is living, he makes a DC 12 Dexterity check. On a success, he hits the target. If the target is an object or a willing creature, he does not need to make the check. On a hit, the target turns into anything Calvin chooses for 12 hours, reverting to their natural state once the time is up. (yes, anything)
Cardboard Box. Calvin summons a cardboard box with a button on it that can be used as a transmogrifier, a time machine, or a duplicator. (See Cardboard box)
Magical Elixir: Calvin produces either a potion that makes him invisible for 10 minutes, or a potion that changes his size to Huge for 10 minutes (see Huge Calvin)
Best Friends. Hobbes appears in any unoccupied space within 10 feet of Calvin. If Hobbes is killed, Calvin can use this action to bring him back to life. Calvin and Hobbes have a positive relationship and will not fight each other.

Cardboard Box
Time machine (box's opening is upwards): Calvin sit in the cardboard box to travel to any point in time
Duplicator (box is on its side): If there is a creature or an object in the box and the button is pressed, an identical copy of the creature/object is produced. Each copy lasts for 24 hours, disappearing in a puff of smoke once the time is up. There can be no more than 5 duplicates of a creature/object at a time.
Transmogrifier (box is upside-down): If a creature/object is under the box when the button is pressed, they are transformed into anything that the creature who pushed the button wants for 24 hours, reverting to their natural state when the time is up. The creature does not need to be willing for the transformation to occur.























Huge Calvin

When Calvin's size is huge, he gains the following benefits:

  • His Strength increases to 20
  • His Constitution increases to 16
  • His hitpoints increase to 200, and he goes back to 5 hitpoints at the end of the transformation (no matter how much damage he's taken, unless he's at 0 hitpoints)

Hobbes

Large beast, chaotic good


  • Armor Class 14 (natural armor)
  • Hit Points 100 (9d10 + 50)
  • Speed 40 ft

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 15 (+2) 15 (+2) 14 (+2)

  • Skills Perception +6, Stealth +6, Nature +6, Survival +6
  • Senses Darkvision 60 ft, Passive Perception +13
  • Languages Common
  • Challenge 5 (1,800 xp)

Keen Senses. Hobbes has advantage on checks that have to do with hearing, sight, smell, or tracking.
False Appearance. To any creature besides Calvin, Hobbes appears to be a small stuffed tiger. Hobbes's true form is revealed to a creature when he attacks that creature. However, Hobbes may use a bonus action to regenerate his disguise for one creature that he can see.

Actions

Multiattack. Hobbes makes two claw attacks
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 20 (3d10 + 3)
Pounce. Melee Weapon Attack: Hobbes jumps up to 15 feet in a straight line. If Hobbes would pass through the space of another creature whose size is Large or smaller, he can make a Melee attack against that creature. If the attack succeeds, the target takes 11(2d10) damage and is grappled by Hobbes. Hobbes may also move an additional 15 feet in the same direction after the attack, without costing any movement.
Best Friends. Calvin appears in any unoccupied space within 10 feet of Hobbes. If Calvin dies, Hobbes can use this action to bring him back to life


Stupendous Man

Small Humanoid (human), Lawful Good


  • Armor Class 20 (natural armor)
  • Hit Points 255 (10d20 +150)
  • Speed 40 ft, fly 100 ft

STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 26 (+8) 20 (+5) 18 (+4) 25 (+7)

  • Saving Throws Str +19, Dex +14, Con +17
  • Skills Athletics +19, Acrobatics +15, Perception +13
  • Damage Resistances Slashing, piercing, bludgeoning
  • Condition Immunities Frightened, Charmed
  • Senses Darkvision 120 ft
  • Languages Common
  • Challenge 15 (13,000 xp)

Stupendous Speed. All attacks on Stupendous Man have disadvantage, and he does not provoke opportunity attacks
Stupendous Might. Stupendous Man counts as a Huge creature for his carrying capacity and how much he can push, drag, or lift.
Stupendous Flight. If Stupendous man has been flying in one direction for 20 feet or more, he has +10 on attack and damage rolls made while flying in that direction until he stops or moves in a different direction.

Actions

Multiattack. Stupendous man either makes a Stupendous Punch attack and a Stupendous Kick attack, or two Stupendous Punch attacks Stupendous Punch. Melee Weapon Attack: +19 to hit, reach 5 ft, one target. Hit: 54 (8d10 +10) bludgeoning damage
Stupendous Kick. Melee Weapon Attack: +19 to hit, reach 5 ft, one target. Hit: 48 (7d10 +10) bludgeoning damage and the target is pushed 20 feet back



Spaceman Spiff

Small humanoid (human), chaotic good


  • Armor Class 15 (armor)
  • Hit Points 149 (7d20 + 75)
  • Speed 25ft

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 10 (+0) 15 (+2) 16 (+3) 10 (+0)

  • Saving Throws Dex +10, Str +6
  • Skills Stealth +10
  • Senses Darkvision 60 ft
  • Languages Common
  • Challenge 8 (3,900 xp)

Universal Translator. Spaceman Spiff has a universal translator that can translate any words he speaks into another language, and translate any words spoken in a different language into Common. Spiff does not need to know a language to translate it.

Actions

Multiattack. Spiff makes two attacks: one with his death ray zorcher, and another with either his death ray zorcher or a hydro bomb
Death Ray Zorcher. Ranged Weapon Attack: +10 to hit, range 100 ft, one target. Hit: 28 (5d10) radiant damage
Hydro Bomb. (3/day) Spiff throws a hydro bomb up to 20 feet away, exploding in a 20 foot radius on impact. Any creature within the radius takes 50 (9d10) cold damage and is pushed 5 feet beyond the edge of the radius
Inflatable Jetpack. As a bonus action, Spiff may pull out his inflatable jetpack, which gives him a flying speed of 65 feet. The jetpack lasts for a total of 20 minutes until it runs out of fuel. The jetpack is refueled when Spiff completes a short or long rest
Spaceship Remote. Spiff summons his spaceship in any unoccupied space within 10 feet of him (see Spiff's Spaceship for more details)

Spiff's Spaceship

While in the spaceship, Spiff can take the following actions:

  • Death Ray. Spiff's ship shoots a death ray. Ranged Weapon Attack: +13 to hit, range 250 ft, one target. Hit: 61 (11d10) radiant damage
  • Demise-O-Bomb. (1/day) Spiff's spaceship drops a demise-o-bomb that explodes in a 40 foot radius on impact. Any creature in the radius takes 55 (10d10) force damage and 55 (10d10) radiant damage
Spiff's Spaceship (continued)

Spiff's spaceship has 252 (10d20 + 145) hitpoints, and Spiff has total cover while in the spaceship. The spaceship can move up to lightspeed. (continued on next page)


Tracer Bullet

Small Humanoid (human), Chaotic Nuetral


  • Armor Class 13
  • Hit Points 90 (4d20 + 48)
  • Speed 25 ft

STR DEX CON INT WIS CHA
12 (+1) 18 (+3) 10 (+0) 14 (+2) 16 (+3) 10 (+0)

  • Saving Throws saving_throws
  • Skills Sleight of Hand +6, Stealth +6, Investigation +5, Insight +6, Perception +6, Deception +3
  • Languages Common
  • Challenge 4 (1,100 xp)

Private Eye. Trace Bullet has advantage on any check made to track someone/something

Actions

Multiattack. Tracer makes 3 .38 revolver attacks

.38 revolver. Ranged weapon attack: +6 to hit, range 20 ft, one target. Hit: 11 (3d6) piercing damage


Deranged Mutant Killer Monster Snow Goon

Medium aberration, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 50 (4d10 + 28)
  • Speed 20 ft

STR DEX CON INT WIS CHA
14 (+2) 4 (-3) 16 (+3) 6 (-2) 10 (+0) 1 (-5)

  • Saving Throws Con +5
  • Skills
  • Damage Vulnerabilities Fire
  • Damage Immunities Cold, poison
  • Condition Immunities Charmed, frightened, poisoned, petrified, unconscious, paralyzed
  • Senses Passive perception 11
  • Languages None
  • Challenge 1/2 (100 xp)

Heat Intolerant. If the Snow Goon spends more than 3 hours in an area of more than 32 degrees Fahrenheit, (0 degrees Celsius) it melts
Build Snow Goon. If the Snow goon is in an area with snow, it can spend 10 minutes building another Snow Goon
Self Modify. The Snow Goon can use sticks and snow to give itself extra arms, heads, extend it's arm length, or to make itself bigger. (Having two heads will allow a snow goon to look in two directions at once, and having longer arms will increase its slash range)

Actions

Multiattack. The Snow Goon makes one slash attack for every arm it has
Slash. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) cold damage

Evil Bicycle

Wondrous item, rare


The Evil Bicycle looks exactly like a normal bicycle, but it is not. It is sentient, and wants to cause anyone who rides it great harm. The Evil Bicycle will throw the rider off and run them over at random. It prefers to do so at the worst time for the rider. It will also attempt to kill Calvin if he is nearby (sorry that I couldn't find a picture)

Credits

Made by pixelpwer42 (me)
Stupendous Man art by cliford417
Tracer Bullet art by TavenerScholar
Snow Goon art by Budtron
Other art by Bill Watterson
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