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Midnight Sun (Marvel Comics)

By User-made scan of cover to Marvel Special Edition #16, February 1974., Fair use, https://en.wikipedia.org/w/index.php?curid=8294673 Midnight Sun
By User-made scan of cover to Marvel Special Edition #16, February 1974., Fair use, https://en.wikipedia.org/w/index.php?curid=8294673

Midnight Sun (M’Nai) is a fictional character and supervillain in the Marvel Comics universe.

Originally Posted by Phaedros of the Dicefreaks forums.

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M’Nai, Midnight Sun
Medium Altered Human
Wounds: 64 WP Vitality: 468 VP (24d8+360)
Initiative: +28
Speed: 180 ft., fly 1800 ft.
AC: 53 (+14 Dex, +14 defense, +15 natural) touch 38, flat footed 53
Base Attack/Grapple: +25/+44
Attack: Unarmed strike +57 melee (3d10+33/ 19-20)
Full Attack: Flurry of blows +57/+57/+57/+52/+47/+42 melee (3d10+33/ 19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Stunning fist 24/day (DC 28)
Special Qualities: DR 40/epic, drift disc, immunity to acid, cold, disease, poison, and sonics, kree modifications, master of stealth, master of kung fu, resistance to fire 75, resistance to electricity 30
Saves: Fort +35, Ref +34, Will +22
Abilities: Str 48, Dex 38, Con 40, Int 14, Wis 23, Cha 12
Skills: Balance +37, Bluff +16, Climb +35, Hide +65, Intimidate +7, Jump +31, Knowledge (religion) +11, Listen +31, Move Silently +65, Search +11, Sense Motive +16, Spot +21, Swim +24, Survival +16, Tumble +37
Feats: Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge,, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Combat Expertise, Improved Critical (unarmed strike), Improved Initiative, Improved Sunder, Improved Toughness, Improved Trip, Improved Unarmed Strike, Mobility, Pain Touch, Power Attack, Rapid Stunning, Staggering Strike, Stealthy, Spring Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Whirlwind Attack
Epic Feats: Dire Charge, Epic Weapon Focus (unarmed strike), Epic Weapon Specialization (unarmed strike), Improved Combat Reflexes,
Climate/Terrain: Blue Area of the Moon
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Neutral

Drift Discs Mā€™Nai possess discs of an unknown material upon his hands and feet that were grafted by the Kree. These allow him to navigate through space and fly by his mental command. He accelerate up to Ā½ light speed in space (2.5billion ft per round) Though they limit the use of his fingers the discs seem to have some sort of mild attraction field that allows Mā€™Nai to still lift things by touching the discs to them. The drift discs count as adamantium and epic weapons for bypassing damage reduction.

Kree Modifications After his death, Mā€™Naiā€™s body was taken by the Kree and heavily modified and reanimated. They hoped he would be able to destroy the Silver Surfer. Though he failed Mā€™Nai was in no way a failure, possessing immense superhuman power.
– Midnight Sun is able to survive in conditions extreme including deep space. He has no need to eat, breath or drink.
– Sun is able to see up to ten times what a normal human can and suffers no penalty to spot checks for range. He also possesses darkvision up to his full sight range.
– Sun is also able to hear beyond any human capacity. He receives a +15 bonus on all Listen checks.
– +10 bonus to initiative checks and double speed
– +6 resistance bonus to all saves
– Sun is able to detect high sources of energy within a 1000 mile radius.

Master of Stealth Even before his modifications Mā€™Nai was a master of stealth able to vanish into shadows at whim. The Kree increased this ability further, allowing him to blend into the void of space.
– +20 bonus to all Hide and Move Silently checks.
– Hide in Plain Sight.
– When in space and making a successful Hide check, Midnight Sun is able to blend into his surroundings. He is considered to have complete concealment at this time until he makes an attack. At that time he must Hide again to recover his concealment.

Master of Kung Fu: Midnight is a master of the martial arts, he was second only to Shang Chi until his death. This gives him a wide rage of abilities and bonus.
– Full Attack Bonus.
– Full Defense.
– Midnight Sun retains his Dex bonus when flat-footed and is never considered to be flanked.
– Missing Midnight Sun with a melee attack provokes an attack of opportunity from him.
– Bonus fighter feats as a fighter of his HD .
– Bonus feats as a monk of his HD.
– Unarmed Attack as a monk of his HD.
– Sneak Attack +6d6.
– When unarmed he receives a +10 bonus to strike and damage.
– Flurry of Blows and Stunning Blow as a monk of his HD.
– Improved Evasion.
– A +6 training bonus to Balance, Climb, Hide, Move Silently, and Tumble.

Superhuman Strength: Midnight Sun possesses massive superhuman strength. He is able to lift 10x what his strength score indicates and inflicts an extra die of unarmed damage.

Reader: Midnight Sun has the ability to ā€œreadā€ his opponents and react to their body language. This gives him an edge in combat. Midnight Sun must make a Sense Motive check (DC= 10+opponent’s HD) as a swift action. If successful, he gains a Reflex save against any attacks made by that opponent.
The DC for this save is 10+1/2 of the opponent’s HD+the opponent’s Strength modifier (for melee attacks) or Dexterity modifier (for ranged attacks). When these saves are successful, Midnight Sun suffers no damage from the attack and is allowed to make a single attack as an immediate action. If the save fails, Midnight Sun suffers full damage from the attack.

Drawbacks: Midnight Sun is mute.

Possessions: Drift Discs.

Written by Bane.

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