Contents


Legends of DC is Fan Content permited under the Fan Content

policy. Not approved/endorsed by Wizards or Superheroes.


Portions of the materials used are property of

Wizards of the Coast @ Wizards of the Coast LLC;

and DC Comics @ DC Entertainment LLC

Table of Contents

Low Tier Statblocks


Cultist

Medium Humanoid, any alignment


  • Armor Class 12 (leather)
  • Hit Points 9 (2d8)
  • Speed 45ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Skills Deception +2, Religion +2
  • Senses passive Perception 10
  • Challenge 1/8 (25 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit 4 (1d6 + 1) slashing damage.


Thug

Medium Humanoid, any non-good alignment


  • Armor Class 11 (leather)
  • Hit Points 32 (5d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (0) 14 (+2) 10 (0) 10 (+0) 11 (0)

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on attack rolls against a creature if at least one of the thug's allies is within 5ft and isn't incapacitated.

Actions

Multiattack. The Thug makes two Mace attacks on his turn.

Mace. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit 5 (1d6 + 2) bludgeoning damage.

Pistol. Ranged Weapon Attack: +3 to hit, range 40/120ft, reload (6 shots), one target.
Hit: 8 (2d6 + 2) piercing damage.


Common Goon

Medium Humanoid, any non-good alignment


  • Armor Class 12 (leather)
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 12 (+1) 10 (0) 11 (+0) 10 (0)

  • Senses passive Perception 12
  • Challenge 1/8 (25 XP)

Actions

Crowbar. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit 4 (1d6 + 1) bludgeoning damage.

Assasins Creed concept

art from Ubisoft

Statblocks


Police Officer

Medium Humanoid, any Lawful alignment


  • Armor Class 14 (16 with Shield)
  • Hit Points 16
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (0) 11 (0) 10 (0)

  • Skills Perception +2, Athletics +2, Investigation +2
  • Senses passive Perception 12
  • Challenge 1/2 (100 XP)

Actions

Multiattack. Officers make two Baton attacks on their turn.

Baton. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit 5 (1d6 + 2) bludgeoning damage.

Pistol. Ranged Weapon Attack: +4 to hit, range 20/60ft, one target. Hit 8 (2d6 + 2) piercing.



S.W.A.T

Medium Humanoid, any Lawful alignment


  • Armor Class 15 (breastplate, 17 with Shield)
  • Hit Points 35 (8d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Perception +3, Intimidation +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Actions

Multiattack. S.W.A.T makes 2 Baton attacks. If it has a dagger drawn, it can also make a Dagger attack.

Baton. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) piercing damage.

Rifle (automatic). Ranged Weapon Attack: +3 to hit, range 80/240ft, burst fire, reload (30 shots), one target. Hit: 9 (2d8 + 1) piercing damage.

Prisoners by

Denys Tsiperko

(ArtStation)


MIB Concept Art

by Craig Shoji

Statblocks


Mercenary

Medium Humanoid (any race), any alignment


  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Challenge 3 (700 XP)

Actions

Multiattack. The mercenary makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d8 + 3) slashing, Versatile 8 (1d10 + 3) slashing.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.

Rifle (automatic). Ranged Weapon Attack: +3 to hit, range 80/240ft, burst fire, reload (30 shots), one target. Hit: 9 (2d8 + 1) piercing.



Security Officer

Medium Humanoid (any race), any alignment


  • Armor Class 17 (splint)
  • Hit Points 80 (18d8 +30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 13 (+1)

  • Skills Perception +5, Survival +5, Investigation +5
  • Senses passive Perception 15
  • Challenge 5 (1,800 XP)

Pack Tactics. The Security Officer has advantage on attack rolls against a creature if at least one of its allies are within 5ft and isn't incapacitated.

Actions

Multiattack. Officers make 3 attacks on their turn.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) slashing, Versatile 8 (1d10 + 3) slashing.

Rifle. Ranged Weapon Attack: +3 to hit, range 80/240ft, reload (5 shots), two-handed, one target. Hit: 12 (2d10 + 2) piercing.

ScifiBros by VilleK

Thief

Concept

Art by

Mathieu

Latour

Duhaime

Morning workout

by Iqbal Ridzuan

Statblocks



Assassin

Medium Humanoid, Any non-good alignment


  • Armor Class 15 (Studded)
  • Hit Points 50
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 14 (+2) 13 (+1) 11 (0) 10 (0)

  • Damage Resistances Poison
  • Skills Acrobatics +6, Deception +3, Stealth +7
  • Saving Throws Dex +9, Int +4
  • Senses passive Perception 13
  • Challenge 4 (1,100 XP)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dex saving throw to take only half damage, they instead take no damage if it succeeds, and only half damage if it fails.

Sneak Attack. Once per turn, the assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks on their turn.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 14 Con saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft, one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Con saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Ranger by Youngmin Seo (ArtStation)


Temple by @@张雷雷 (@Weibo)

Statblocks



Mage

Medium Humanoid, Neutral


  • Armor Class 12 (15 with mage armor)
  • Hit Points 35
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (0) 11 (0) 12 (+1) 17 (+3)

  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Challenge 5 (1,800 XP)

Actions

Spellcasting. The mage casts one of the following spells using Charisma as her spellcasting ability (Spell save DC 14, +6 to hit):

At Will: Fire bolt, Light, Minor Illusion, Mage Hand, Prestigiditation

1st Level (4): Detect Magic, Magic Missile, Shield, Mage Armor

2nd Level (3): Misty Step, Shatter

3rd Level (3): Counterspell, Fireball

4th Level (2): Greater Invisibility, Sickenin' Radiance

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft or range 20/60ft, one target. Hit 4 (1d4 + 2)

Witchsona from Finnichang (Tumblr)


Escadia streets revisited by gamefan84

Statblocks


Speedster

Medium Humanoid, Neutral


  • Armor Class 16
  • Hit Points 60 (11d8 + 11)
  • Speed 120ft. Initiative +5

STR DEX CON INT WIS CHA
11 (0) 17 (+3) 13 (+1) 11 (0) 16 (+3) 10 (0)

  • Condition Immunities Poison, Disease
  • Skills Acrobatics +5, Stealth +5, Sleight of Hand +5
  • Saving Throws Dex +9
  • Senses passive Perception 13
  • Challenge 4 (1,100 XP)

Blurred Movement. Attack rolls against the Speedster have disadvantage unless he's incapacitated or his speed is 0.

Actions

Multiattack. The Speedster makes three Unarmed Strike attacks or five Dart attacks.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60ft, one target. Hit 5 (1d4 + 3) piercing.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit 7 (1d8 + 3) bludgeoning. Once per turn, the Speedster can cause one of the following additional effects:

  • Knock Down. The target must succeed on a DC 13 Dex Save or be knocked prone.

  • Push. The target must succeed on a DC 13 Str Save or be pushed up to 10ft directly away

Bonus Actions

Swift Retreat. Immediately after making an Unarmed Strike, the Speedster takes the Disengage action.

Reactions

Deflect Missile. In responce to being hit by a ranged weapon attack, the Speedster deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the Speedster catches the missile if it's small enough to hold in one hand while having a hand free.

Silver Blur by TheGraffitiSoul (DeviantArt)


Infinity A.I Room by Zeljko Duvnjak (ArtStation)

Statblocks


Toyman Drone

Medium Construct, Chaotic Evil


  • Armor Class 16
  • Hit Points 30
  • Speed 30ft. Fly 30ft

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

  • Condition Immunities Poisoned, Diseased
  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Senses passive Perception 12, Darkvision 60ft
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit 7 (1d10 + 2)

Breath Weapons. (5/Day)

  • Acid Breath: Range 20ft line, 5ft wide. DC 11 Dexterity Saving throw. Hit 5 (1d8) poison damage, or half on success.

  • Slowing Gas. 15ft Cone, DC 11 Con Saving throw. On a hit, for 1 minute, their speed is reduced to half, they can't take reactions, and can only attack once per turn.


Toy

Tiny Contruct, Chaotic Evil


  • Armor Class 9
  • Hit Points 2
  • Speed 20ft. Fly 40ft

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (0) 3 (-4) 8 (-1) 7 (-2)

  • Condition Immunities Charmed, Poisoned
  • Senses passive Perception 10, Darkvision 60ft
  • Challenge 0 (10 XP)

Communications. Toys can convey its senses to it's master telepathically.

False Appearence. While a toy remains motionless, it is indistinguishable from an ordinary, inanimate toy.

Actions

Breath Weapons. (1/Day)

  • Acid Spit: Range 20ft. DC 10 Dexterity Saving throw. Hit 4 (1d6) acid dmg, or half on success.

  • Slowing Gas. 15ft Cone, DC 10 Con Saving throw. On a hit, for 1 minute, their speed is reduced to half, They can't take reactions, and can only attack once per turn.

Falcon De Luxe from Jumbo Tony's Toy Shoppe

Sd Gundam from Legocraft

Statblocks

Mid Tier Statblocks


Two-Face

Medium Humanoid, Lawful Evil


  • Armor Class 16 (Studded)
  • Hit Points 175
  • Speed 30ft. Initiative +6

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 14 (+2) 18 (+4) 11 (0) 20 (+5)

  • Skills Deception +8, History +8, Acrobatics +5 Intimidation +8, Persuasion +8, Insight +6
  • Saving Throws Dex +7, Cha +9
  • Senses passive Perception 15
  • Challenge 8 (3,900 XP)

Actions

Multiattack. Two-Face makes two Thompson Gun attacks or three Cane attacks on his turn. He can replace one attack with a use of Innate Spellcasting.

Thompson Gun. Ranged Weapon Attack: +7 to hit, range 80/240ft, burst fire, reload (30 shots), one target. Hit 11 (2d10 + 4) Piercing damage.

Cane. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 9 (2d6 + 4) Bludgeoning damage.

Innate Spellcasting. Harvey casts one of the following spells, using Cha as his spellcasting ability (Spell save DC 16, +7 to hit):

At will: Vicious Mockery, Friends.

3/Day Each: Silvery Barbs, Heroism, Healing Word

2/Day Each: Aid, Fast Friends, Mass Healing Word, Charm Monster, Fear, Locate Creature.

1/Day Each: Mass Suggestion, Skill Empowerment.

Bonus Actions

Bard Law. Harvey makes a weapon attack immediately after using an action to cast a spell.

Villainous Inspiration. (5/Rest) Inspires a creature with 1d12 that it can add to a d20 or damage roll.

Or as a reaction, add the roll to its AC for 1 attack.

This Statblock could also be used as: Black Mask, Tiger Shark, Riddler and Penguin

Two-Face

from

DC Comics


University

Main

Building

by

HenrikSundholm

Statblocks



Metallo

Medium Construct, Chaotic Evil


  • Armor Class 17 (Natural armor)
  • Hit Points 150
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (0) 20 (+5) 11 (0) 12 (+1) 10 (0)

  • Damage Resistances Acid, Poison, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical attacks.
  • Condition Immunities Exhaustion, Poisoned, Sleep,
  • Senses Darkvision 60ft, passive Perception 11
  • Challenge 8 (3,900 XP)

Magic Resistance. Metallo has advantage on saving throws against spells and other magical effects.

Kryptonite Core. Metallo is powered by kyptonite, exposing it greatly weakens Kryptonians.

Magic Weapons. Metallo's weapon attacks count as magical for the purpose of overcoming resistances.

Actions

Multiattack. Metallo makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 13 (2d8 + 5) Bludgeoning damage.

Metallo by

Phil Cho

Concept Art

from SWTOR

Statblocks


Deadshot

Medium Humanoid, Neutral Evil


  • Armor Class 17 (Studded)
  • Hit Points 180
  • Speed 35ft. Climb 35ft, Initiative +5

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 12 (+1)

  • Condition Immunities Impeded Movement
  • Skills Perception +12, Sleight of Hand +8, Stealth +8, Acrobatics +8, Survival +7, Insight +5
  • Saving Throws Dex +8, Str +2, Wis +4
  • Senses passive Perception 22
  • Challenge 8 (3,900 XP)

Land's Stride. Floyd is unaffected by difficult terrain.

Sharpshooter. Attacking at long range doesn't impose disadvantage on ranged attacks and ignore half cover and three-quarters cover.

Actions

Multiattack. Deadshot makes three Rifle attacks or four Pistol attacks on his turn. He can replace one attack with a use of Innate Spellcasting.

Rifle (Hunting). Ranged Weapon Attack: +8 to hit, range 80/240ft, reload (5 shots), two-handed,
one target. Hit 12 (2d10 + 5) piercing damage.

Pistol (automatic). Ranged Weapon Attack: +8 to hit, range 50/150ft, reload (15 shots), one target. Hit 9 (2d6 + 5) piercing damage.

Innate Spellcasting. Floyd casts one of the following spells using Wisdom as his spellcasting ability (Spell save DC 17, +8 to hit):

3/Day Each: Hunter's Mark, Zephyr Strike.

2/Day Each: Pass Without Trace, Locate Creature, Darkvision, Conjure Barrage.

Tireless. (5/Day) Gain 10 Temporary Hit Points

Bonus Actions

Vanish. Floyd can use the Hide action. Additionally, he can't be tracked by nonmagical means.

Reactions

Slayer's Prey. (1/Short Rest) Floyd designates one creature he can see within 60ft as his prey. The first time each turn that he hits that target with a weapon attack, it takes an extra 1d6 damage.

Counterattack. If the target of his Slayer’s Prey forces him to make a saving throw, he can make one weapon attack against the quarry. He makes this attack immediately before making the save. If the attack hits, his save automatically succeeds.

This Statblock could also be used as: Red Hood, KGBeast

Deadshot by

MiaCabrera

(DeviantArt)

Laser city by Jaime Jasso (ArtStation)

Statblocks



Livewire

Medium Humanoid, Chaotic Neutral


  • Armor Class 13 (16 with Mage Armor)
  • Hit Points 110
  • Speed 45ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 14 (+2) 10 (0) 12 (+1) 20 (+5)

  • Damage Immunities Lightning
  • Skills Deception +7, Insight +4, Arcana +5, Intimidation +7, Persuasion +7
  • Senses passive Perception 11
  • Challenge 8 (3,900 XP)

Lightning Absorbtion. Whenever Livewire is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. Livewire makes 2 Electric Bolt attacks. She can use Spellcasting in place of one attack.

Electric Bolt. Ranged Spell Attack: +7 to hit, range 120ft, one target. Hit 16 (3d10) lightning damage. Advantage against targets that are wearing metal armor.

A flammable object hit by this spell ignites if it isn’t being worn or carried.

Spellcasting. Livewire casts one of the following spells using Charisma as her spellcasting ability (Spell save DC 16, +7 to hit):

At will: Shocking Grasp, Lightning Lure, Prestidigitation, Mage Hand.

1st Level (4): Mage Armor, Magic Missile, Shield.

2nd Level (3): Misty Step, Scorching Ray.

3rd Level (3): Haste, Thunder Step, Lightning Bolt.

4th Level (3): Dimension Door, Wall of Fire.

5th Level (2): Synaptic Staic, Hold Monster.

6th Level (1): Disintigrate, Chain Lightning.

Bonus Actions

Bolt. Teleport 80ft to a visable unoccupied space.

This Statblock could also be used as: Black Lightning

Livewire by Kike1988 (DeviantArt)

Statblocks


Bruno Manheim

Medium Humanoid, Chaotic Evil


  • Armor Class 17
  • Hit Points 200
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 18 (+4) 13 (+1) 20 (+5) 13 (+1)

  • Skills Insight +8, Arcana +5, Religion +8
  • Saving Throws Wis +8, Advantage Con +4
  • Senses passive Perception 15
  • Challenge 8 (3,900 XP)

Divine Strike. (1/Turn) Add 2d8 damage to an attack.

Actions

Multiattack. Bruno makes two Apokoliptian Rifle attacks or three Sacrificial Dagger attacks.

Apokoliptian Rifle. Ranged Weapon Attack: +7 to hit, range 100/300ft, reload (30 shots), two-handed, one target. Hit 20 (3d8 + 1) radiant.

Sacrificial Dagger. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 13 (3d6 + 1) slashing.

Spellcasting. Bruno Manheim casts one of the following spells using Wisdom as his spellcasting ability (Spell save DC 16, +7 to hit):

At will: Sacred Flame, Light, Guidance.

1st Level (4): Inflict Wounds, Bane, Shield of Faith

2nd Level (3): Spiritual Weapon, Blindness/Deafness

3rd Level (3): Bestow Curse, Dispel Magic.

4th Level (3): Banishment, Divination.

5th Level (2): Commune, Contagion

6th Level (1): Planar Ally, Harm.

Reactions

New God's Blessing, (2/Day) Add a +10 bonus to a creature's attack roll within 30ft.

The Boys Fanart by Qiuomg


Death Orb #4 by Alejandro Aragon

Statblocks



Scarecrow

Medium Humanoid, Chaotic Evil


  • Armor Class 16 (Studded)
  • Hit Points 140
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 20 (+5)

  • Skills Deception +8, Intimidation +8, Insight +6
  • Saving Throws Dex +4, Cha +8
  • Senses passive Perception 11
  • Challenge 7 (2,900 XP)

Actions

Multiattack. Scarecrow makes two Scythe attacks and one Menacing attack. He can replace one attack with a use of Innate Spellcasting.

Farmer's Scythe. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 17 (3d10 + 3) slashing.

Menacing Scarecrow makes an Intimidation check contested by the target's Insight. On a success, the target is frightened until the end of his next turn.

Innate Spellcasting. Scarecrow casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 16, +6 to hit):

At will: Minor Illusion, Vicious Mockery.

5/Day: Dissonant Whispers, Phantasmal Force, Fear, Enemies Abound

3/Day: Phantasmal Killer, Mislead, Seeming, Synaptic Static.

1/Day: Eyebite, Mirage Arcane.

Horrific Whisper. (1/Day) Make a target roll a Wis Save or be Charmed for 8 hours/unitl damaged.

While charmed in this way, the creature obeys his commands for fear that he will reveal its secrets.

Scarecrow from DavidBksAndrade


DZ 01 by MaxHayArt

Statblocks


Blue Devil

Medium Fiend, Chaotic Good


  • Armor Class 17 (19 with Mage Armor)
  • Hit Points 165
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 19 (+4)

  • Condition Immunities Charmed, Frightened
  • Skills Intimidation +8, Religion +8, Insight +6
  • Senses passive Perception 15, Devil's Sight 120ft, Witch Sight 30ft (See through illusions)
  • Challenge 9 (5,000 XP)

Actions

Multiattack. Blue Devil makes two Bident of Lucifer attacks on his turn. He can replace one attack with a use of Spellcasting.

Bident of Lucifer. Melee weapon attack +7 to hit, reach 10ft, one target. Hit 25 (6d6 + 3) slashing.

It has 8 charges and regains 1d4 + 3 expended charges daily at dawn. He can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Warding Bond (1 charge), Lightning Bolt (2 charges), Fireball (4 charges), Banishing Smite (4 charges)

Eldrich Blast. Ranged spell Attack: +7 to hit, range 300ft, 3 beams. Hit 16 (3d10) force damage.

Spellcasting. Blue Devil casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 16, +7 to hit):

At will: Green-Flame Blade, Alter Self, Detect Magic, Mage Armor, Mage Hand.

5th Level (4/Rest): Counterspell, Hex, Darkness, Dispel Magic, Shadow of Moil, Contact other plane.

6th Level (1): Eyebite.

7th Level (1): Plane Shift.

Blue Devil by

@jsmarantz (Instagram)

gone hunting by

Simon Weaner.

Statblocks



Green Arrow

Medium Humanoid, Neutral Good


  • Armor Class 17 (Studded)
  • Hit Points 180
  • Speed 35ft. Climb 35ft, Initiative +5

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 12 (+1)

  • Condition Immunities Impeded Movement
  • Skills Perception +12, Sleight of Hand +8, Stealth +8, Acrobatics +8, Survival +7, Insight +5
  • Saving Throws Dex +8, Str +2, Wis +4
  • Senses passive Perception 22
  • Challenge 8 (3,900 XP)

Land's Stride. Oliver is unaffected by difficult terrain.

Sharpshooter. Attacking at long range doesn't impose disadvantage on ranged attacks and ignore half cover and three-quarters cover.

Trick Shots. When Oliver takes the attack action, he can choose up to two weapon attacks that hit to deal an extra 1d10 piercing damage and cause one of the following additional effects:

  • Boxing-Glove Arrow. The target must succeed on a DC 15 Str saving throw or knocked prone.

  • Flame or Shock Shot. The target takes fire or lightning damage instead of the normal piercing.

Actions

Multiattack. Oliver makes 3 Longbow attacks. He can use Innate Spellcasting in place of 1 attack.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600ft, two-handed, one target.
Hit 12 (2d8 + 5) piercing damage.

Innate Spellcasting. Oliver casts one of the following spells using Wisdom as his spellcasting ability (Spell save DC 16, +8 to hit):

3/Day Each: Hunter's Mark, Zephyr Strike.

2/Day Each: Pass Without Trace, Locate Creature, Darkvision, Conjure Barrage.

Tireless. (5/Day) Gain 10 temporary hit points.

Bonus Actions

Vanish. Oliver can use the Hide action. Additionally, he can't be tracked by nonmagical means.

Reactions

Nemesis. (2/Day) If a creature within 60ft casts a spell, they must make a Wis Save or fail casting.

This Statblock could also be used as: Speedy, Dark Archer, and Red Arrow.

Green Arrow by

spidermanfan2099

Near Future Dystopian Mega City by Miroslav Misic (ArtStation)

Statblocks




Clayface

Large Monstrosity, Chaotic Neutral


  • Armor Class 17 (Natural armor)
  • Hit Points 180
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 7 (-2) 8 (-1) 6 (-2)

  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical attacks.
  • Condition Immunities Exhaustion, Paralyzed, Poisoned
  • Senses Darkvision 60ft, Tremorsense 60ft, passive Perception 9
  • Challenge 9 (5,000 XP)

Aversion of Lightning. If Clayface takes lightning damage, he has disadvantage on attack rolls and ability checks until the end of his next turn.

Immutable Form. Basil is immune to any spell or effect that would alter his form.

Magic Resistance. Basil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Clayface makes two slam attack on his turn.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5-6). Clayface makes a separate Slam attack against each creature within 10ft of him. Each creature that is hit must also succeed on a DC 16 Dex saving throw or be knocked prone.

Mud Monster from Bogs of Bane


Sewer by camilkuo (DeviantArt)

Statblocks


Felix Faust

Medium Humanoid, Chaotic Evil


  • Armor Class 12 (15 with Mage Armor)
  • Hit Points 100
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 9 (-1) 18 (+4) 13 (+1) 15 (+2)

  • Damage Resistances Necrotic
  • Skills Arcana +7, History +7
  • Saving Throws Int +7, Wis +5
  • Senses passive Perception 11
  • Challenge 9 (5,000 XP)

Actions

Multiattack. Felix makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5ft or range 120ft, one target.
Hit 25 (3d10 + 4) necrotic damage.

Spellcasting. Faust casts one of the following spells using Intelligence as his spellcasting ability
(Spell save DC 16, +7 to hit):

At will: Chill Touch, Toll the Dead, Detect Magic.

1st Level (4): Mage Armor, Inflict Wounds, Shield, Magic Missile.

2nd Level (3): Ray of Enfeeblement, Detect Thoughts, Earthbind.

3rd Level (3): Speak with Dead, Dispel Magic, Counterspell.

4th Level (3): Summon Greater Demon, Arcane Eye, Private Sanctum.

5th Level (2): Animate Objects, Hold Monster, Seeming.

6th Level (1): Circle of Death, True Seeing.

7th Level (1): Finger of Death.

Bonus Actions

Summon Undead. (1/Day) Faust magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60ft of Faust, whom they obey. They take their turns immediately after him. Each lasts for 1 hour, until Faust dies or dismisses them as a bonus action.

Reactions

Grim Harvest. When Faust kills a creature with necrotic damage, he regains 9 (2d8) hit points.

Scribe by

u/Chance-Ad7854

(Reddit)

Swamp MtG Art

by Andreas Rocha

Statblocks


Poison Ivy

Medium Humanoid, Lawful Evil


  • Armor Class 13
  • Hit Points 170
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 17 (+3) 16 (+3) 10 (0) 12 (+1) 20 (+5)

  • Skills Persuasion +7, Deception +7, Nature +12
  • Saving Throws Con +4, Cha +6
  • Senses passive Perception 13
  • Challenge 8 (3,900 XP)

Aversion to fire. If Ivy takes fire damage, she has disadvantage on attack rolls and ability checks until the end of her next turn.

Actions

Multiattack. Ivy makes two Thorn Whip attacks, she can replace one attack with a use of Spellcasting.

Thorn Whip. Melee Spell Attack: +8 to hit, reach 15ft, one target. Hit 20 (3d10 + 3) pierce damage.

If the creature is large or smaller, she can pull the creature up to 10 feet closer to her.

Spellcasting. Ivy casts one of the following spells using Charisma as her spellcasting ability
(Spell save DC 17, +9 to hit):

At will: Acid Splash, Infestation, Druidcraft.

1st Level (4): Entangle, Goodberry, False Life, Sleep.

2nd Level (3): Barkskin, Wither & Bloom, Suggestion.

3rd Level (3): Speak with Plants, Plant Growth, Enemies Abound.

4th Level (3): Charm Monster, Guardian of Nature.

5th Level (2): Wrath of Nature, Bigby's Hand, Dominate Person.

6th Level (1): Mass Suggestion, Eyebite.

7th Level (1): Power Word: Pain.

Throught the Trees. (1/Day) When within 5ft of plant matter, Ivy can Teleport to an area she's familiar with that also contains plant matter.

Bonus Actions

Regrowth. (1/Day) Pamela regains 80 hit points if she starts her turn with fewer than half her health.

Poison Ivy from

wOaA5 (ArtStation)


HappyJungle by

MiroJohannes (DeviantArt)

Statblocks



Nightwing

Medium Humanoid, Lawful Good


  • Armor Class 18 (Studded)
  • Hit Points 140
  • Speed 35ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 13 (+1) 13 (+1) 15 (+2) 19 (+4)

  • Skills (Minimum = 10) Acrobatics +12, Stealth +8, Perception +7, Deception +8
  • Saving Throws Dex +7, Int +3
  • Senses passive Perception 17
  • Challenge 10 (5,900 XP)

Sneak Attack. Once per turn, Dick deals an extra 19 (6d6) damage when he hits a target with a weapon attack when he has advantage on the attack roll, or when the target is within 5ft of a conscious ally.

Action Surge. (2/Day) Take one additional action on his turn.

Indomitable. (1/Day) Nightwing re-rolls a failed Saving Throw.

Fancy Footwork. Dick doesn't provoke opportunity attacks after making a melee weapon attack.

Actions

Multiattack. Nightwing makes two Escrima Staff attacks, or three Escrima Sticks attacks. And he uses two Batarang attacks.

Escrima Staff/Sticks. Melee/Ranged Weapon Attack: +7 to hit, reach 5ft, range 20/60ft, one target. Hit 13 (3d6 + 5) Versatile Hit 19 (3d8 + 5) As a bonus action, he can separate the staff into 2 Escrima Sticks that gain the light and thrown properties.

Batarang. Ranged Weapon Attack: +7 to hit, reach 20/60ft, one target. Hit 7 (2d4 + 5) piercing.

Bonus Actions

Second Wind. (2/Day) Regain 15 Hit Points.

Cunning Action. Nightwing can take the Dash, Disengage, or Hide action on his turn.

Reactions

Goading Attack. When Nightwing hits a creature with a weapon attack, the target must make a Wisdom saving throw. On a fail, the target has disadvantage on all attack rolls against targets other than himself until the end of his next turn.

Uncanny Dodge. Halve the damage from an attack.

This Statblock could also be used as: Red Robin, Robin, Batgirl, Batwoman

Nightwing Vol 4

#41 textless cover

Robin by

@HennaWia_art

(Twitter)

Statblocks


Madam Xanadu

Medium Humanoid, Neutral


  • Armor Class 13 (16 with Mage Armor)
  • Hit Points 130
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (0) 18 (+4) 15 (+2) 11 (0)

  • Skills Arcana +12, History +8, Religion +7
  • Saving Throws Int +7, Wis +4
  • Senses passive Perception 12
  • Challenge 7 (2,900 XP)

Expert Divination. Regain a spell slot (up to 5th lvl) after casting a Divination spell of 2nd lvl or higher.

Actions

Multiattack. Xanadu makes 3 Arcane Burst attacks. She can use Spellcasting in place of 1 attack.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5ft or range 120ft, one target.
Hit 18 (3d10 + 4) psychic damage.

Spellcasting. Xanadu casts one of the following spells using Intelligence as her spellcasting ability (Spell save DC 18, +8 to hit):

At will: Mage Hand, Mind Sliver, Prestidigitation, Message, Detect Magic.

1st Level (4): Mage Armor, Identify, Shield, Sleep, Magic Missile.

2nd Level (3): Mind Spike, Augury, Detect Thoughts, Earthbind, Locate Object.

3rd Level (3): Clairvoyance, Counterspell, Dispel Magic, Hypnotic Pattern.

4th Level (3): Arcane Eye, Private Sanctum, Divination, Locate Creature.

5th Level (2): Dream, Scrying, Animate Objects.

6th Level (1): True Seeing, Flesh to Stone.

Reactions

Portent. (2/Day) When Xanadu or a creature she can see makes a d20 roll. She rolls a d20 and chooses whether to use that roll in place of the original roll.

Myr by WillOBrien (DeviantArt)


Preparation room by Aleksandr-osm (DeviantArt)

Statblocks



Hawkman/Hawkwoman

Medium Humanoid, Chaotic Neutral


  • Armor Class 16 (Studded)
  • Hit Points 180
  • Speed 30ft. Fly 40ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 11 (0) 14 (+2) 11 (0)

  • Condition Immunities Charmed, Magic Sleep
  • Skills Athletics +8, Intimidation +8, Perception +8.
  • Saving Throws Str +5, Con +8
  • Senses passive Perception 18,
  • Challenge 8 (3,900 XP)

Action Surge (1/Short Rest). Take an additional action on his/her turn.

Indomitable. (2/Day) Hawkman/Hawkwoman re-roll a failed Saving Throw and uses the new roll.

Flyby. Carter and Shayera don't provoke opportunity attacks when they fly out of an enemy's reach.

Maneuvers. When they take the attack action, he/she can choose up to two weapon attacks that hit to deal an extra 1d10 piercing damage and cause one of the following additional effects:

  • Frighten. The target must succeed on a DC 16 Strength saving throw or be frightened until the end of his/her next turn.

  • Trip. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Multiattack. Hawkman/Hawkwoman makes three Morningstar attacks on his/her turn.

Morningstar. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit 12 (2d8 + 7) bludgeoning damage.

Bonus Actions

Second Wind (1/Short Rest). Regain 15 Hit Points.

Aggressive. Move up to 30ft toward an enemy that they can see or hear. They must end this move closer to the enemy than they started.

Hawkwoman by Phil Cho (DeviantArt)


Hawkman by Phil Cho (DeviantArt)


Blue Sky by Tripplejaz (Twitter)

Statblocks



Zatanna Zatara

Medium Humanoid, Lawful Good


  • Armor Class 13 (16 with Mage Armor)
  • Hit Points 150
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (0) 18 (+4) 12 (+1) 13 (+1)

  • Skills Arcana +12, Performance +12, Persuasion +8
  • Saving Throws Int +7, Wis +5
  • Senses passive Perception 11
  • Challenge 10 (5,900 XP)

Actions

Multiattack. Zatanna makes 3 Arcane Burst attacks. She can use Spellcasting in place of 1 attack.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5ft or range 120ft, one target.
Hit 25 (3d10 + 4) force damage.

Edolpxe. (Recharge 4-6) Zatanna unleashes a magical explosion of a certain damage type:

Cold, Fire, Lightning, or Thunder.

It erupts in a 20ft-radius sphere centered on a point within 150ft. Each affected creature makes a DC 15 Dex saving throw or take 40 (9d8) damage and be knocked prone, or half as much on a success.

Spellcasting. Zatanna casts one of the following spells using Intelligence as her spellcasting ability (Spell save DC 18, +8 to hit):

At will: Mage Hand, Message, Prestidigitation, Minor Illusion, Detect Magic.

1st Level (4): Mage Armor, Shield, Magic Missile, Sleep.

2nd Level (3): Arcane Lock, Misty Step, Knock, Invisibility.

3rd Level (3): Counterspell, Tiny Servant, Fireball, Dispel Magic.

4th Level (3): Arcane Eye, Sickening Radiance, Greater Invisibility, Wall of Fire.

5th Level (2): Wall of Force, Bigby's Hand, Telekinesis.

6th Level (1): Disintigrate, Mental Prison

7th Level (1): Forcecage.

Stage by

AquaSixio (DeviantArt)

Zatanna by

Mike McKone

Statblocks


Mr. Freeze

Medium Humanoid, Chaotic Neutral


  • Armor Class 18 (Plate)
  • Hit Points 130
  • Speed 25ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 20 (+5) 15 (+2) 9 (-1)

  • Condition Immunities Poisoned, Diseased, Sleep
  • Damage Immunities Cold
  • Skills History +8, Medicine +8, Survival +8
  • Saving Throws Con +4, Int +5
  • Senses passive Perception 12, Darkvision 60ft
  • Challenge 10 (5,900 XP)

Actions

Multiattack. Victor makes two Freeze Gun attacks, he can replace one attack with a use of Spellcasting

Freeze Gun. Ranged Weapon Attack: +7 to hit, range 80ft line, reload (10 shots), two-handed,
DC 16 Dex Saving throw. Hit 25 (8d6 + 2) cold damage. On a hit, the target's speed is reduced by 10ft until the end of his next turn.

Spellcasting. Mr. Freeze casts one of the following spells using Intelligence as his spellcasting ability (Spell save DC 16, +7 to hit):

At will: Frostbite, Mending, Ray of Frost.

1st Level (4): Alarm, Grease, Snare.

2nd Level (3): Arcane Lock, Lesser Restoration, Aid.

3rd Level (3): Intellect Fortress, Water Walk.

4th Level (1): Resiliant Sphere, Stoneskin.

Bonus Actions

Bolster. (6/Day) Gain 20 temporary hit points.

Reactions

Flash of Genius. (5/Day) Grant +5 to any creature making an ability check or saving throw within 30ft.

This Statblock could also be used as: Captain Cold

Ice Room from "Stranger of the City of Swords"

Mr. Freeze

by Darran Douglas

Statblocks


Parasite

Large Monstrosity, Chaotic Evil


  • Armor Class 17 (Natural armor)
  • Hit Points 160
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 9 (-1) 10 (0) 8 (-1)

  • Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical attacks.
  • Senses passive Perception 10
  • Challenge 10 (5,900 XP)

Magic Resistance. Parasite has advantage on saving throws against spells and other magical effects.

Magical Weapons. Parasite's attacks count as magical for the purpose of overcoming resistances.

Actions

Multiattack. Parasite makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 15 (3d8 + 5) bludgeoning damage.

Life Drain. Melee Weapon Attack: +7 to hit, reach 10ft, one Large or smaller creature. Hit 15 (3d6 + 5) plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and it takes 15 (3d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage at the start of each of its turns. Parasite can only Life Drain one person at a time.

The targets hit point maximum is reduced by the amount of necrodic damage taken, and Parasite regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.

If this effect reduces a creatures hit point maximum to 0, it is transformed into a Spawn.


Parasite Spawn

Medium Monstrosity, Chaotic Evil


  • Armor Class 11
  • Hit Points 25
  • Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (-2) 6 (-2) 6 (-2)

  • Condition Immunities None
  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Actions

Multiattack. A Spawn makes two Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5ft, one target. Hit: 3 (1d4 + 1) bludgeoning.

Life Drain. Melee Weapon Attack: +1 to hit, reach 5ft, one Medium or smaller creature. Hit 4 (1d6 + 1) plus 3 (1d6) necrotic damage, and the target is grappled (escape DC 10). Until the grapple ends, the target is restrained, and it takes 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) necrotic damage at the start of each of its turns. Parasite Spawn can only Life Drain one person at a time.

Parasite by Rafael Albuquerque


Parasite by BlastAttak

(DeviantArt)

Sci-Fi Lab by Dominic Chua (ArtStation)

Statblocks


Skeets

Tiny Construct, Lawful Good


  • Armor Class 13
  • Hit Points 50
  • Speed 20ft, Fly 60ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (-1) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 60 ft, Passive Perception 12
  • Challenge 1 (10 XP)

Communications. While Skeets is on the same plane of existence as Booster, he can convey what he senses. The two can communicate telepathically.

Actions

Energy Bolt. Ranged Weapon Attack: +4 to hit, range 120ft, one target. Hit 22 (3d10 + 2) radiant.



Booster Gold

Medium Humanoid, Neutral Good


  • Armor Class 18 (Plate)
  • Hit Points 160
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 13 (+1) 9 (-1) 10 (0) 18 (+4)

  • Condition Immunities Disease, Frightened (10ft Aura), Charmed (10ft Aura)
  • Skills Athletics +8, Persuasion +7, Performance +7
  • Saving Throws +4 to allies within 10ft
  • Senses passive Perception 10
  • Challenge 8 (3,900 XP)

Smite. When Booster hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.

Actions

Multiattack. Booster Gold makes two Future-Tech Gauntlet attacks on his turn, he can replace one attack with a use of Spellcasting.

Future-Tech Gauntlets. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft or range 120ft, one target. Hit 25 (3d10 + 4) radiant damage.

Spellcasting. Booster casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 16, +7 to hit):

1st Level (4): Guiding Bolt, Heroism, Detect Magic.

2nd Level (3): Branding Smite, Enhance Ability.

3rd Level (3): Haste, Protection from Energy.

4th Level (1): Death Ward, Aura of Life.

Reactions

Defense. (4/Day) When a creature within 10ft is hit by an attack, he can grant a +4 bonus to the target's AC against that attack. If the attack misses, he can make one weapon attack against the attacker as part of this reaction if the attacker is within range.

Booster Gold from DC Comics


Energy Tunnel by uniquefx (Envato Elements)


Skeets from DC Comics (New 52)

Statblocks



Gorilla Grodd

Large Humanoid, Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 150
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+2) 18 (+4) 16 (+3) 11 (0) 18 (+4)

  • Condition Immunities Charmed
  • Damage Resistances Psychic
  • Skills Deception +7, Insight +6, Intimidation +7, Persuasion +8
  • Saving Throws Con +4, Cha +5
  • Senses passive Perception 10, Darkvision 60ft, Telepathy 60ft
  • Challenge 9 (5,000 XP)

Actions

Multiattack. Grodd makes two Slam attacks. He can replace one attack with a use of Spellcasting.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 13 (2d8 + 5) bludgeoning damage.

Spellcasting. Gorilla Grodd casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 16, +7 to hit):

At will: Mage Hand, Mind Sliver, Friends, Message.

1st Level (4): Dissonant Whispers, Silent Image, Sleep, Charm Person.

2nd Level (3): Suggestion, Detect Thoughts, Phantasmal Force.

3rd Level (3): Hypnotic Pattern, Enemies Abound, Sending.

4th Level (3): Phantasmal Killer, Charm Monster, Confusion.

5th Level (2): Telekinesis, Dominate Person.

6th Level (2): Mental Prison.

Overwhelming Presence. (1/Day) Grodd forces all creatures that start their turn within 30ft to make a Wis saving throw. On a fail, he chooses whether they are charmed or frightened for one minute.

Bonus Actions

Adrenaline Rush. (6/Day) Grodd takes the Dash action and gains 6 temporary hit points.

Reactions

Equalizer. (6/Day) When a creature within 60ft is about to roll with advantage/disadvantage, Grodd can cancel it out and force the roll to be unaffected.

The Gorilla King, Ruthazek by Rbash


Jungle Foliage by Bryan Sola

Statblocks


John Constantine

Medium Humanoid, Neutral


  • Armor Class 13 (16 with Mage Armor)
  • Hit Points 150
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 19 (+4)

  • Resistances Fire
  • Skills Persuasion +10, Deception +10, Arcana +8
  • Saving Throws Int +8, Wis +5
  • Senses passive Perception 11, Darkvision 60ft
  • Challenge 11 (7,200 XP)

Dark Ones Own Luck. (1/Short Rest) When John makes an ability check or saving throw, he can add 1d10 to the roll. He can do this after the roll is made but before any effects of the roll occur.

Actions

Multiattack. John makes three Arcane Burst attacks. He can use Spellcasting in place of one attack.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5ft or range 120ft, one target.
Hit 23 (3d10 + 4) radiant damage.

Spellcasting. Constantine casts one of the following spells using Intelligence or Charisma as his spellcasting ability (Spell save DC 18, +8 to hit):

At will: Mage Hand, Light, Prestidigitation, Fire Bolt, Toll the Dead.

1st Level (4): Mage Armor, Charm Person, Shield, Absorb Elements, Silvery Barbs.

2nd Level (3): Jim's Glowing Coin, Gift of Gab, Blur, Knock,.

3rd Level (3): Dispel Magic, Major Image, Nondetection, Counterspell.

4th Level (3): Summon Greater Demon, Wall of Fire, Charm Monster, Private Sanctum.

5th Level (2): Hold Monster, Infernal Calling, Mislead.

6th Level (1): Summon Fiend, True Seeing.

7th Level (1): Symbol, Teleport.

Reactions

Magic Ward. (Recharge 4-6) When John or a creature he can see within 30ft takes damage, he creates a barrier around himself or that creature. The barrier reduces damage by 26 (4d10 + 4), then vanishes.

John Constantine by Джон Константин

Dark Alley by Christopher Rabenhorst (CG Society)

Statblocks

High Tier Statblocks


Martian Manhunter

Medium Humanoid, Lawful Good


  • Armor Class 18 (Natural Armor)
  • Hit Points 250
  • Speed 35ft. Fly 50ft

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 14 (+2) 16 (+3) 20 (+5) 12 (+1)

  • Resistances Psychic (Vulnerable to Fire)
  • Skills Insight +11, Perception +11, Survival +11
  • Saving Throws (Adv) Wis +12, Int +8
  • Senses passive Perception 21, Telepathy 120ft
  • Challenge 17 (18,000 XP)

Phasing. J'onn can move through creatures and objects as if they were difficult terrain. He takes 10 force damage if he ends his turn inside an object.

Actions

Multiattack. J'onn makes two Slam attacks. He can replace one attack with a use of Innate Spellcasting.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d8 + 7) bludgeoning damage.

Innate Spellcasting. J'onn casts one of the following spells using Wisdom as his spellcasting ability (Spell save DC 18, +10 to hit):

At will: Alter Self, Mind Sliver, Detect Thoughts.

2/Day Each: Charm Person, Healing Word, Enhance Ability, Enlarge/Reduce, Beast Sense, Hold Person.

1/Day Each: Dominate Beast, Geas, Mirage Arcane, Feeblemind, Shapechange.

Psychic. J'onn enters the mind of one creature he can see within 120ft. The target must make a DC 20 Wis save or suffer one of the following effects:

  • Beguile. The target is stunned until the start of J'onns next turn or until he is no longer in sight.

  • Hypnotize. The target is charmed until the start of J'onns next turn. He chooses how the charmed target uses its turn.

  • Confuse. The target suffers the effect of the Confusion spell without making a saving throw. The effect lasts until the start of J'onns next turn.

Bonus Actions

Change Shape. J'onn can shapeshift into a Beast or Elemental with a CR of 6 or lower at will and can remain in that form for up to 10 hours. The new form's attacks count as magical.

This Statblock could also be used as: Ma'alefa'ak & Ms. Martian

Martian Manhunter from DC Comics - Rebirth


Mars Concept art from Worker Studio Animation

Statblocks



Superman

Medium Humanoid, Lawful Good


  • Armor Class 22 (Natural Armor)
  • Hit Points 350
  • Speed 80ft. Fly 100ft

STR DEX CON INT WIS CHA
28 (+9) 18 (+4) 28 (+9) 14 (+2) 13 (+1) 14 (+2)

  • Condition Immunities. Frightened, Stunned, Prone
  • Damage Immunities. Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Damage Resistances. Fire, Cold
  • Skills. Athletics +15, (Advantage) Perception +12, Persuasion +10, Insight +10, History +8.
  • Saving Throws. Str +12, Con +12, Adv Dex
  • Senses. passive Perception 22, Darkvision 120ft.
  • Challenge. 22 (41,000 XP)

Demolishing Might. All of Supermans melee attacks gain the siege property (Attacks deal double damage to objects and structures).

Melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

Kryptonite Vulnerability. When Superman is within 15ft of exposed kryptonite, he loses any innate damage resistances and immunities, as well as taking on one level of exhaustion at the start of each turn he starts in the aura.

Actions

Multiattack. Superman makes two Thunderous Blow attacks on his turn. He can replace one attack with two uses of Laser Vision.

Thunderous Blow. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 40 (6d12 + 9) bludgeoning damage.

Laser Vision. Superman fires a beam of energy at one target within 100ft, they must succeed on a DC 16 Dex saving throw or take 20 fire damage.

Bonus Actions

Rage. Superman can enter a Rage for 1 minute. While raging, he gains the following benefits:

  • Can move up to half his speed as part of the Bonus Action.

  • Gains one extra weapon attack as a Bonus Action

  • Add +5 damage to melee weapon attacks using Strength.

  • Advantage on Strength checks (Minimum = 28) and Strength saving throws.

This Statblock could also be used as: Supergirl, General Zod, Bizzaro, Cyborg Superman & Ursa Zod.

Superman from DC Comics

Metropolis Skyline by Kerem Gogus

Concept art from canceled

"Superman Returns" videogame

Statblocks


Batman

Medium Humanoid, Chaotic Good


  • Armor Class 18 (Studded)
  • Hit Points 200
  • Speed 45ft, Climb 30ft, Glide 30ft, Initiative +10

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 14 (+2) 18 (+4) 14 (+2) 14 (+2)

  • Condition Immunities Surprised, Frightened, Charm
  • Skills (Minimum Roll = 10) Stealth +15, (Adv) Investigation +15, Intimidation +12, Insight +14, Acrobatics +11, History +9, (Adv) Perception +8
  • Saving Throws Dex +11, Int +9
  • Senses passive Perception 18, Blindsense 10ft
  • Challenge 17 (18,000 XP)

Brutal Strikes. Batman's attacks count as magical for the purpose of overcoming resistances.

Sneak Attack. (1/Turn) Batman deals an extra 25 (7d6) damage when he hits a target with a weapon attack when he has advantage on the attack roll, or when the target is within 5ft of a conscious ally.

Alert. Creatures do not gain advantage on Attack rolls against Batman while unseen.

Actions

Multiattack. Batman makes four Gauntlet attacks on his turn, he can replace one attack with two Batarang attacks or one use of Menacing.

Gauntlets Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 22 (4d6 + 6) On a hit, he can stun the creature until the end of his next turn if it fails a DC 16 Con save.

Batarang. Ranged Weapon Attack: +10 to hit, range 20/60ft, one target. Hit 11 (2d6 + 1d4 + 6) pierce.

Demoralize. Batman can attempt to demoralize one humanoid he can see within 30ft by making an Intimidation check contested by the target's Insight. On a success, the target is frightened until the end of their next turn. On a fail, the target can't be frightened by him in this way for 1 hour.

Unerring Eye. (2/Day) Batman can sense the presence of illusions, shapechangers not in their original form, and magic designed to deceive the senses within 30ft. He can sense that an effect is trying to trick him, but doesn't know what's hidden.

Bonus Actions

Cunning Action. On his turn, Batman can use the Dash, Disengage, or Hide action.

Stealthy. Batman makes an Insight check on a creature contested by its Deception. On a success, he can Sneak Attack that target without advantage.

This Statblock could also be used as: Azrael & Orphan

Batman by Dominic Glover

(DeviantArt)

Gotham City Skyline from "Time Out Shortlist Gotham and Metropolis, Warner Bros"

Statblocks



The Flash

Medium Humanoid, Lawful Good


  • Armor Class 19 (Unarmored Defense)
  • Hit Points 180
  • Speed 150ft. Initiative +5

STR DEX CON INT WIS CHA
10 (0) 27 (+8) 14 (+2) 18 (+4) 12 (+1) 10 (0)

  • Condition Immunities Poison, Disease, Charmed, Frightened
  • Skills Sleight of Hand +12, (Adv) Acrobatics +12, Stealth +12,
  • Saving Throws Dex +12, Con +6
  • Senses passive Perception 17
  • Challenge 17 (18,000 XP)

Mobile. Flash can move along vertical surfaces and across liquids without falling during the move.

After making a melee attack against a creature, Flash doesn't provoke opportunity attacks from that creature for the rest of the turn.

Blurred Movement. Attack rolls against Flash have disadvantage unless he's incapacitated or speed is 0.

Actions

Multiattack. Flash makes three Speed Punch attacks, he can replace one attack with a use of Spellcasting.

Speed Punch. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 23 (4d6 + 8) bludgeoning damage.

Spellcasting. Flash casts one of the following spells using Intelligence as his spellcasting ability
(Spell save DC 18, +10 to hit):

At will: Gust, Shocking Grasp, Thunderclap.

1st Level (4): Longstrider, Thunderwave, Feather Fall, Jump.

2nd Level (3): Mirror Image, Blur, Kinetic Jaunt.

3rd Level (3): Haste, Lightning Bolt, Thunder Step.

Bonus Actions

Step of the Speedster. Flash can take the Dash, Disengage. or Dodge action.

Reactions

Redirect Attack. (5/Day) If a ranged weapon attack misses Flash when he has a hand free and the projectile is small enough to hold in one hand, he can cause that attack to hit another creature within range.

This Statblock could also be used as: Reverse Flash & Godspeed

The Flash - Wally West

from DC Comics

Statblocks



Wonder Woman

Medium Humanoid, Lawful Neutral


  • Armor Class 23 (Plate, Shield)
  • Hit Points 240
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 10 (0) 12 (+1) 20 (+5)

  • Condition Immunities Disease, Fright (30ft Aura)
  • Damage Resistances Fire
  • Skills Athletics +11, Insight +7, Intimidation +10
  • Saving Throws (Aura 30ft +5) Wis +7, Cha +10
  • Senses passive Perception 16
  • Challenge 18 (20,000 XP)

Actions

Multiattack. Diana makes two attacks with the Sword of Athena. She can replace one attack with a use of Spellcasting or the Lasso of Truth.

Sword of Athena. Melee Weapon Attack: +13 to hit, reach 5ft, one target. Hit 20 slashing + 15 radiant. All friendly creatures within 10ft gain advantage on saving throws against spells and magical effects.

Lasso of Truth. After Diana speaks the command word, the lasso darts towards a creature she can see within 30ft. The target must succeed on a DC 18 Dexterity saving throw or become restrained. While restrained, the target must make a Charisma saving throw. On a fail, a creature can't speak a deliberate lie while restrained.

Spellcasting. Diana casts one of the following spells using Charisma as her spellcasting ability
(Spell save DC 18, +10 to hit):

1st Level (4): Compelled Duel, Thunderous Smite, Bless, Shield of Faith.

2nd Level (3): Lesser Restoration, Find Steed, Aid.

3rd Level (3): Haste, Aura of Vitality, Remove Curse.

4th Level (3): Find Greater Steed, Aura of Life, Death Ward.

5th Level (2): Summon Celestial, Destructive Wave.

Aura of War. (1/Day) Harnessing the power of Ares, Diana gains the following benefits for 1 hour:

  • Gains a Flying Speed of 60ft

  • Diana radiates the aura of Ares in a 30ft radius. The first time any enemy creature enters the aura or starts its turn there, the creature must succeed on a Wisdom saving throw or become frightened of her for 1 minute or until it takes damage. Attack rolls against the frightened creature have advantage.

Wonder Woman

from DC Comics

Olympus by Gonzalokenny

(DeviantArt)

Statblocks


Aquaman

Medium Humanoid, lawful Neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 240
  • Speed 40ft. Swim 60ft

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 16 (+3) 10 (0) 11 (0) 16 (+3)

  • Resistances Cold
  • Condition Immunities Charmed, Magical Sleep
  • Skills Athletics +10, Animal Handling +10, Persuasion +8, Survival +6, Insight +6
  • Saving Throws Str +11, Con +9, Wis +6
  • Senses passive Perception 15, Darkvision 60ft
  • Challenge 16 (15,000 XP)

Friend of the Sea. Arthur can communicate with any beast that has an innate swimming speed.

Action Surge (2/Short Rest). Arthur takes an additional action on his turn.

Indomitable. (3/Day) Aquaman re-rolls a failed Saving Throw and uses the new roll.

Maneuvers. When Aquaman takes the attack action, he can choose up to two weapon attacks that hit to deal an extra 1d12 piercing damage and cause one of the following additional effects:

  • Lunge. Arthurs reach increases by 5ft next attack.

  • Trip. The target must succeed on a DC 18 Strength saving throw or be knocked prone.

Actions

Multiattack. Aquaman makes three Trident of Poseidon attacks on his turn.

Trident of Poseidon. Melee Weapon Attack: +10 to hit, reach 5ft or range 20/60ft, one target.
Hit 20 (4d8 + 6) piercing damage.

As an action, he can cast one of the following spells from it (DC 18): Call Lightning, Lightning Bolt, or Control Water. He can cast each spell once a day.

Bonus Action

Second Wind (1/Short rest). Regain 25 Hit Points.

Reactions

Sentinel. Creatures provoke opportunity attacks when they enter Aquaman's reach, even with the Disengage action.

On a hit, its speed becomes 0 for that turn.

When a creature within 5ft makes an attack against a target other than him, he makes a melee weapon attack against that creature.

This Statblock could also be used as: Ocean Master

Aquaman from DC Comics Rebirth

Statblocks


Firestorm

Medium Humanoid, Lawful Good


  • Armor Class 13 (17 with mage armor)
  • Hit Points 170
  • Speed 45ft. Fly 40ft.

STR DEX CON INT WIS CHA
11 (0) 18 (+4) 16 (+3) 17 (+3) 12 (+1) 20 (+5)

  • Damage Immunities Fire
  • Damage Resistances Lightning, Thunder
  • Skills History +6, Arcana +6, Medicine +4
  • Saving Throws Con +5, Cha +6, Dex +5
  • Senses passive Perception 11, Darkvision 60ft
  • Challenge 15 (13,000 XP)

Energy Manipulator. When Firestorm casts a spell that deals a damage type from the following list, he can change that damage type to another listed type:

  • Acid, Cold, Fire, Lightning, Poison, Thunder.

Actions

Multiattack. Firestorm makes two Fire Blast attacks, he can replace one attack with a use of Spellcasting

Fire Blast. Melee or Ranged Spell Attack: +8 to hit, reach 5ft or range 120ft, one target.
Hit 25 (3d10 + 5) fire damage.

Spellcasting. Firestorm casts one of the following spells using Charisma as his spellcasting ability
(Spell save DC 18, +8 to hit):

At will: Control Flames, Shape Water, Fire Bolt, Prestidigitation.

1st Level (4): Absorb Elements, Chaos Bolt, Shield, Mage Armor

2nd Level (3): Earthbind, Scorching Ray, Enlarge/Reduce.

3rd Level (3): Counterspell, Fireball, Haste.

4th Level (3): Wall of Fire, Elemental Bane, Stoneskin.

5th Level (3): Creation, Greater Restoration

6th Level (2): Disintigrate, Chain Lightning.

7th Level (2): Fire Storm, Delayed Blast Fireball.

8th Level (1): Sunburst.

Bombard. (Recharge 4-6) Firestorm unleashes an explosion of a certain damage type:

Cold, Fire, Lightning, or Thunder.

It erupts in a 20ft-radius sphere centered on a point within 150ft. Each affected creature makes a DC 16 Dex saving throw or take 40 (9d8) damage and be knocked prone, or half as much on a success.

This Statblock could also be used as: Captain Atom

Nuclear by

David Finch

Firestorm

textless

cover from

DC Comics

Statblocks



Green Lantern

Medium Humanoid, Lawful Good


  • Armor Class 18 (Natural Armor, 20 with Shield)
  • Hit Points 220
  • Speed 30ft. Fly 40ft (with Ring only)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 20 (+5)

  • Condition Immunities Disease, Frightened (30ft Aura), Charmed (30ft Aura)
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Athletics +11, Insight +6, Persuasion +11
  • Saving Throws (30ft Aura +5) Str +5, Wis +6, Cha +9
  • Senses passive Perception 16
  • Challenge 16 (15,000 XP)

Sacred Weapon. For 1 minute, Green Lantern adds +5 to attack rolls. His weapon emits bright light in a 20ft radius plus 20ft of dim light beyond that. The weapon becomes magical for the duration.

Actions

Multiattack. Green Lantern makes 2 Contruct attacks. He can use Spellcasting in place of 1 attack

Contruct. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (4d6 + 5) bludgeoning, piercing, or slashing plus 15 (3d8) radiant damage

Spellcasting. Green Lantern casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 18, +10 to hit):

At will. Thaumaturgy, Sacred Flame

1st Level (4 slots): Bless, Sanctuary, Shield of Faith.

2nd Level (3 slots): Aid, Spiritual Weapon, Levitate, Warding Bond.

3rd Level (3 slots): Blinding Smite, Spirit Guardians, Daylight.

4th Level (3 slots): Aura of Purity, Find Greater Steed, Freedom of Movement.

5th Level (2 slots): Commune, Holy Weapon.

Cleansing Touch. (3/Day) Green Lantern touches a creature and restores 35 hit points or neutralizes a disease or poison affecting the creature.

Oa's Light. (1/Day) For 1 minute, bright light shines in a 30ft radius, plus 30ft of dim light beyond that.

Whenever an enemy creature starts its turn in the bright light, it takes 10 radiant damage.

This Statblock could also be used as: Veteran Green Lanterns

Oa Concept Art by

Jeff Palm (ArtStation)

John Stewart

from DC Comics

Statblocks


Cyborg

Medium Humanoid, Lawful Good


  • Armor Class 21 (+2 Plate)
  • Hit Points 270
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 24 (+7) 12 (+1) 12 (+1)

  • Condition Immunities Poison, Disease, Magic Sleep
  • Damage Resistances Poison
  • Skills History +12, Investigation +10, Insight +8, Perception +7,
  • Saving Throws (All +5)
  • Senses passive Perception 17, Darkvision 60ft
  • Challenge 16 (15,000 XP)

Actions

Multiattack. Cyborg makes two attacks with either his Pulse Cannon or Thunder Gauntlets. He can replace one attack with a use of Spellcasting.

Pulse Cannon. Ranged Weapon Attack: +11 to hit, reach 90/320ft, one target. Hit 20 (3d8 + 7) force.

Thunder Gauntlets. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d8 + 7) thunder.

Spellcasting. Cyborg casts one of the following spells using Intelligence as his spellcasting ability (Spell save DC 18, +10 to hit):

At will: Message, Mending, Guidance, Light.

1st Level (4): Absorb Elements, Detect Magic, Feather Fall, Alarm.

2nd Level (4): See Invisibility, Arcane Lock, Darkvision, Vortex Warp.

3rd Level (3): Fly, Intellect Fortress, Lightning Bolt.

4th Level (3): Arcane Eye, Resiliant Sphere, Stoneskin.

5th Level (2): Greater Restoration, Wall of Force.

Bonus Actions

Defensive Field. (6/Day) Gain 20 temporary hit points which replaces any previous temp hit points.

Reactions

(5/Day) Flash of Genius. Give +5 to any creature making an ability check or saving throw within 30ft.

Boom Tube. When a creature ends its turn within 30ft, it must make a DC 18 Con saving throw. On a fail, Cyborg teleports the creature into melee range and makes a melee weapon attack against it.

Cybermind. (3/Day) When Cyborg fails a Con save to maintain concentration, he can succeed instead.

This Statblock could also be used as: Grid


Cyborg by J.G. Jones (Justice League v3 #39)


Nightrunner by Annibale Siconolfi

Statblocks


Shazam

Medium Humanoid (Transformed), Lawful Good


  • Armor Class 20 (Natural Armor while transformed)
  • Hit Points 300
  • Speed 50ft. Fly 80ft (Adv Initiative)

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 20 (+5) 10 (0) 20 (+5) 12 (+1)

  • Condition Immunities Prone, Charmed, Frightened
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Athletics +13, Insight +11, Perception +11
  • Saving Throws Wis +10, Cha +7, Con +10, Adv Dex
  • Senses passive Perception 21
  • Challenge 20 (25,000 XP)

Godly Might. Billy's attacks gain the siege property.

Zeus' Strike. (2/Day) Shazam deals max damage for lightning and thunder attacks instead of rolling.

Actions

Multiattack. Shazam makes two Slam attacks. He can replace one attack with a use of Spellcasting.

Slam. Melee Weapon Attack: +11 to hit, reach 5ft, one target. Hit 35 bludgeoning damage

Spellcasting. Shazam casts one of the following spells using Wisdom as his spellcasting ability (Spell save DC 18, +11 to hit):

At will: Guidance, Sacred Flame, Spare the Dying.

1st Level (4): Bless, Healing Word, Guiding Bolt

2nd Level (3): Call Lightning, Enhance Ability

3rd Level (3): Bestow Curse, Remove Curse, Tongue

4th Level (2): Divination, Destructive Wave.

Bonus Action

Rage. Shazam enters a Rage for 1 minute. While raging, he gains the following benefits:

  • Can move up to half his speed as part of the Bonus Action.

  • Gains 1 extra weapon attack as a Bonus Action.

  • Add +5 damage to melee weapon attacks.

  • Adv on STR checks (Min = 24) and STR saves.

Reactions

Storms Wrath (5/Day) When hit with a melee attack, Billy can cause that creature to make a DC 18 Dexterity saving throw or take 2d8 lightning or thunder damage, or take half as much on a success.

Enemies are pushed 10ft away after lightning hits.

This Statblock could also be used as: Black Adam

Shazam by

Dominic Glover


Greek City by

Etienne Hebinger

(ArtStation)

Statblocks



Doctor Fate

Medium Humanoid, True Neutral


  • Armor Class 16 (17 with Mage Armor)
  • Hit Points 210
  • Speed 30ft. Fly 30ft.

STR DEX CON INT WIS CHA
11 (0) 18 (+4) 14 (+2) 24 (+7) 18 (+4) 11 (0)

  • Condition Immunities Charm, Frightened, Paralyzed
  • Damage Resistances Psychic
  • Skills Arcana +16, History +12, Religion +12
  • Saving Throws Int +10, Wis +10, Cha +10
  • Senses passive Perception 20, Truesight 60ft
  • Challenge 19 (22,000 XP)

Mystic Master. Any spell slot Doctor Fate expends counts as a spell slot of 1 level higher.

Magic Resistance. Fate has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Fate makes three Arcane Burst attacks. He can use Spellcasting in place of one attack.

Arcane Burst. Melee or Ranged Spell Attack: +10 to hit, reach 5ft or range 120ft, one target.
Hit 30 (4d10 + 7) radiant damage.

Spellcasting. Doctor Fate casts one of the following spells using Intelligence as his spellcasting ability
(Spell save DC 19, +10 to hit):

At will: Mage Hand, Mind Sliver, Minor Illusion, Prestidigitation, Toll the Dead, Detect Magic.

1st Level (4): Mage Armor, Shield, Silvery Barbs, Sleep, Silent Image.

2nd Level (3): Earthbind, Levitate, Detect Thoughts, Knock, Augury.

3rd Level (3): Clairvoyance, Counterspell, Nondetection, Dispel Magic.

4th Level (3): Arcane Eye, Stoneskin, Divination, Greater Invisibility.

5th Level (3): Wall of Force, Scrying, Passwall.

6th Level (2): Invulnerable Globe, Guards & Wards.

7th Level (2): Mirage Arcane, Magnificent Mansion.

8th Level (1): Maze, Demiplane.

9th Level (1): Foresight, Wish.

Reactions

Portent. (3/Day) When Fate or a creature he can see makes a d20 roll, Fate rolls a d20 and chooses whether to use that roll in place of the original roll.

This Statblock could also be used as: Wotan, Mordru, or Circe

Doctor Fate from Constantine #20 (2014) - Project Serment from NKT Studio

Statblocks



Thaal Sinestro

Medium Humanoid, Lawful Evil


  • Armor Class 18 (Natural Armor, 20 with Shield)
  • Hit Points 220
  • Speed 30ft. Fly 30ft (with Ring only)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 20 (+5)

  • Condition Immunities Disease, Frightened (30ft Aura), Charmed (30ft Aura)
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Intimidation +12, Athletics +9, Deception +10
  • Saving Throws (30ft Aura +5) Wis +6, Cha +8
  • Senses passive Perception 16
  • Challenge 16 (15,000 XP)

Aura of Conquest. (30ft Aura) If a creature is frightened of him, its speed is reduced to 0 while in the aura, and that creature takes 10 psychic damage if it starts its turn there.

Actions

Multiattack. Sinestro makes two Construct attacks on his turn. He can replace one attack with a use of Spellcasting or Menacing.

Contruct. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (4d6 + 5) bludgeoning, piercing, or slashing plus 15 (3d8) radiant damage

Spellcasting. Sinestro casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 18, +10 to hit):

At will: Thaumaturgy, Word of Radiance

1st Level (4): Command, Armor of Agathys.

2nd Level (3): Spiritual Weapon, Hold Person.

3rd Level (3): Blinding Smite, Fear.

4th Level (3): Stoneskin, Phantasmal Killer.

5th Level (2): Commune, Dawn.

Menacing Sinestro can attempt to demoralize one humanoid he can see within 30ft by making an Intimidation check contested by the target's Insight. On a success, the target is frightened until the end of their next turn. On a fail, the target can't be frightened by him in this way for 1 hour.

Fearful Presence.(1/Short Rest) Force each creature of his choice that he can see within 30ft to make a Wisdom saving throw. On a failed save, the creature becomes frightened of him for 1 minute.

Invincible Conqueror. (1/Day) For 1 minute, he gains: Resistance to all damage and one extra attack during the attack action on each of his turns.

This Statblock could also be used as: Veteran Yellow Lanterns

Sinestro from DC comics


Nebula by TylerCreatesWorlds (WallUp)

Statblocks



Saint Walker

Medium Humanoid, Lawful Good


  • Armor Class 18 (Natural Armor, 20 with Shield)
  • Hit Points 250
  • Speed 30ft. Fly 30ft (with Ring only)

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 12 (+1) 13 (+1) 20 (+5) 20 (+5)

  • Condition Immunities Diseased, Frightened (30ft Aura), Charmed (30ft Aura)
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Insight +10, Persuasion +10, Religion +12
  • Saving Throws (30ft Aura +5) Str +4, Wis +6, Cha +8
  • Senses passive Perception 15
  • Challenge 14 (11,500 XP)

Protective Light. Bro'dee regains 15 hit points if he ends his turn with fewer than half hit points remaining.

Legendary Resistance. (3/Day) If Bro'dee fails a saving throw, he can choose to succeed instead.

Actions

Cleansing Touch. (3/Day) Saint Walker touches a creature and restores 35 hit points or neutralizes a disease or poison affecting the creature.

Spellcasting. Saint Walker casts one of the following spells using Charisma as his spellcasting ability
(Spell save DC 18, +10 to hit):

At Will: Guidance, Word of Radiance, Sacred Flame.

1st Level (4): Sactuary, Shield of Faith, Cure Wounds, Bless.

2nd Level (3): Warding Bond, Calm Emotions, Aid, Prayer of Healing.

3rd Level (3): Counterspell, Remove Curse, Revivify, Daylight.

4th Level (3): Aura of Life, Aura of Purity, Death Ward, Resiliant Sphere.

5th Level (2): Greater Restoration, Commune, Commune with Nature.

Hope Burns Bright. (1/Day) For 1 hour, Saint Walker gains the following benefits:

  • Bro'dee and his allies gain advantage on all death saving throws and Wis saving throws within 30ft.

  • Whenever a creature damages Saint Walker, it takes radiant damage equal to half the amount it rolled.

Reactions

Aura of Redemption. When a creature within 30ft takes damage, he can deflect and take that damage instead of the creature. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Rebuke the Violent. (1/Short Rest) Immediately after an attacker within 30ft deals damage against a creature other than himself, he forces the attacker to make a Wis saving throw or take radiant damage equal to the damage it just dealt, or half as much on a success.

Saint Walker


from DC Comics

Electric Blue Alien Planet


By Angela Harburn

Statblocks



Solomon Grundy

Large Undead, Neutral Evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 280
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+1) 24 (+7) 6 (-2) 9 (-1) 6 (-2)

  • Damage Immunities Necrotic, Poison
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Non-Magical attacks
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft, passive Perception 9
  • Challenge 15 (13,000 XP)

Necrotic Absorbtion. Whenever Solomon Grundy is subjected to necrotic damage, he takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Regeneration. Grundy regains 15 hit points at the start of his turn. If Grundy takes fire or radiant damage, this trait doesn't function at the start of his next turn. Grundy dies only if he starts his turn with 0 hit points and doesn't regenerate.

Rejuvination. If Grundy is killed, his body recovers from death and gains a new body within 1d4 days, regaining all hit points and becoming active again.

Magic Resistance. Solomon has advantage on saving throws against spells and other magical effects.

Magic Weapons. Grundy's weapon attacks count as magical for the purpose of overcoming resistances.

Actions

Multiattack. Solomon makes two Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 20 (3d8 + 6) bludgeoning damage.

Bonus Actions

Aggressive. Grundy moves up to half his speed toward a hostile creature that he can see.

Graveyard by

PavelTomashevskiy

(DeviantArt)

Solomon Grundy

by Moderno

Statblocks


The Joker

Medium Humanoid, Chaotic Evil


  • Armor Class 17 (Studded)
  • Hit Points 170
  • Speed 35ft. Initiative +5

STR DEX CON INT WIS CHA
11 (0) 20 (+5) 14 (+2) 15 (+2) 12 (+1) 20 (+5)

  • Skills (Min = 10) Persuasion +12, Deception +12, Stealth +10, Performance +10,
  • Saving Throws Dex +8, Int +5
  • Senses passive Perception 16
  • Challenge 16 (15,000 XP)

Sneak Attack. (1/Turn) Joker deals an extra 20 (5d6) damage when he hits a target with a weapon attack when he has advantage on the attack roll, or when the target is within 5ft of a conscious ally.

Action Surge. (1/Short Rest) Take an additional action on his turn.

Ridiculous Resistance. (3/Day) If Joker fails a saving throw, he can choose to succeed instead.

Fancy Footwork. Joker doesn't provoke opportunity attacks after making a melee weapon attack.

Actions

Multiattack. Joker makes three Crowbar attacks and one Prop-Gun attack on his turn.

Crowbar. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 20 (3d8 + 5) bludgeoning.

Prop-Gun. Ranged Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (3d6 + 5) piercing damage.

Bonus Actions

Second Wind. (1/Short Rest) Regain 15 Hit Points.

Cunning Action. (1/Turn) Joker can take the Dash, Disengage, or Hide action.

Reactions

Parry. The Joker adds 6 to his AC against 1 melee attack that would hit him. To do so, Joker must see the attacker and be wielding a weapon.

Uncanny Dodge. Halve the damage from an attack.

Joker of DC comics


Funhouse by Calader

(Blogspot)

Statblocks



Lex Luthor: Battlesuit

Large Humanoid, Chaotic Neutral


  • Armor Class 20 (Plate)
  • Hit Points 260
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 23 (+6) 15 (+2) 19 (+4)

  • Damage Resistances Bludgeoning, Piercing, Slashing from Non-Magical attacks.
  • Skills History +12, Deception +10, Persuasion +10, Insight +8, Perception +7, Medicine +7
  • Saving Throws (All +5)
  • Senses passive Perception 17, Darkvision 60ft
  • Challenge 20 (25,000 XP)

Krptonite. Luthor's suit contains large amounts of kyptonite, exposing it greatly weakens Kryptonians.

Actions

Multiattack. Lex makes two Greataxe attacks or three Pulse Cannon attacks. He can replace one attack with a use of Spellcasting.

Pulse Cannon. Ranged Weapon Attack: +12 to hit, reach 90/320ft, one target. Hit 20 (3d8 + 5) force.

Greataxe. Melee Weapon Attack: +12 to hit, reach 10ft, one target. Hit 30 (3d12 + 5) slashing.

Spellcasting. Lex Luthor casts one of the following spells using Intelligence as his spellcasting ability (Spell save DC 19, +12 to hit):

At will: Message, Mending, Guidance, Light.

1st Level (4): Absorb Elements, Detect Magic, Feather Fall, Alarm.

2nd Level (4): See Invisibility, Spider Climb, Darkvision.

3rd Level (3): Fly, Intellect Fortress, Haste.

4th Level (3): Resiliant Sphere, Summon Construct.

5th Level (2): Greater Restoration, Wall of Force.

Bonus Actions

Defensive Field. (6/Day) Gain 20 Temporary Hit Points which replaces any previous temp hit points.

Reactions

(5/Day) Flash of Genius. Give +5 to any creature making an ability check or saving throw within 30ft.

Mastermind. (3/Day) When Lex fails a Con save to maintain concentration, he can succeed instead.

Injustice Lex Luthor Concept Art

(WarnerBros Entertainment)

Lab by Allen Wei (ArtStation)

Statblocks


Deathstroke

Medium Humanoid, Neutral Evil


  • Armor Class 18 (Studded)
  • Hit Points 260
  • Speed 40ft. Climb 30ft. Initiative +5.

STR DEX CON INT WIS CHA
20 (+5) 21 (+6) 20 (+5) 13 (+1) 16 (+3) 10 (0)

  • Condition Immunities Poisoned
  • Skills Athletics +12, Survival +9, Perception +9, Insight +9, Stealth +8, Acrobatics +8, History +6.
  • Saving Throws Str +8, Con +8, Wis +5
  • Senses passive Perception 19
  • Challenge 17 (18,000 XP)

Action Surge. (1/Short Rest) Slade gains an additional action on his turn.

Indomitable. (3/Day) Deathstroke re-rolls a failed Saving Throw and uses the new roll.

Regenerate. Slade regains 10 hit points at the start of his turn, provided that he has at least 1 hit point.

Maneuvers. When he takes the attack action, he can choose up to two weapon attacks that hit to deal an extra 1d12 damage and cause the following additional effect:

  • Trip. The target must succeed on a DC 18 Strength saving throw or be knocked prone.

Actions

Multiattack. Slade makes four attacks with either his Longsword, Quarterstaff, or Rifle on his turn.

Longsword. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d10 + 5) slashing damage.

Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d8 + 6) bludgeoning

Rifle. Ranged Weapon Attack: +10 to hit, range 80/240ft, reload (5 shots), two-handed, one target. Hit: 20 (3d10 + 6) piercing damage.

Bonus Actions

Second Wind. (1/Short Rest) Regain 25 Hit Points.

Fighting Spirit. (3/Day) Slade gains advantage on all weapon attack rolls until the end of his turn. When he does so, he also gains 15 temporary hit points.

Reactions

Sentinel. Creatures provoke opportunity attacks when they enter Slade's reach, even with the Disengage action. On a hit, its speed becomes 0 for that turn.

Deathstroke

Concept Art

from Arkham

Origins


Dystopia by

Chris Tokuhama

Statblocks



Vandal Savage

Medium Humanoid, Neutral Evil


  • Armor Class 14 (Studded)
  • Hit Points 250
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 24 (+7) 18 (+4) 13 (+1) 20 (+5)

  • Skills (+3) History +14, Deception +9 (Min 10), Intimidation +9, Persuasion +9 (Min 10)
  • Saving Throws Dex +6, Con +10, Cha +8
  • Senses passive Perception 20
  • Challenge 13 (10,000 XP)

Immortality. Vandal Savage is un-able to die.

Regeneration. Savage regains 15 hit points at the start of his turn. If he takes necrotic damage, this trait doesn't function at the start of his next turn.

Legendary Resistance. (3/Day) If Vandal fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vandal makes two Rapier attacks. He can use Innate Spellcasting in place of one attack.

Rapier. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 15 (3d8 + 2) piercing damage.

Innate Spellcasting. Vandal casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 18, +10 to hit):

At will: Vicious Mockery, Friends.

2/Day Each: Silvery Barbs, Heroism, Healing Word, Aid, Fast Friends, Motivational Speech, Fear, Tongues, Intellect Fortress, Legend Lore.

1/Day Each: Mass Suggestion, Mind Blank, Regenerate.

Bonus Actions

Villainous Inspiration. (5/Rest) Inspires a creature with 1d12 that it can add to a d20 roll. If the creature fails the roll, it doesn't lose inspiration.

Or he chooses a creature within 60ft that must subtract 1d12 from their next saving throw.

Reactions

Infectious Inspiration. (5/Day) When a creature uses his inspiration within 60ft, give 1 extra creature wthin 60ft inspiration without expending a use.

Assassins Creed: Origins

Wallpaper by Raphael Lacoste


Vandal Savage from DC Comics (New 52)

Statblocks


Cheetah

Medium Humanoid, Neutral Evil


  • Armor Class 20 (Unarmored Defense)
  • Hit Points 250
  • Speed 60ft. Climb 40ft. Initiative +5

STR DEX CON INT WIS CHA
20 (+5) 23 (+6) 20 (+5) 10 (0) 14 (+2) 11 (0)

  • Condition Immunities Surprised, Prone
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Athletics +12, Stealth +10, Survival +10
  • Saving Throws Str +8, Con +8, Advantage Dex
  • Senses passive Perception 18, Darkvision 60ft
  • Challenge 16 (15,000 XP)

Feline Agility. Cheetah doubles her speed until the end of the turn. Once she uses this trait, she can't use it again until she moves 0ft on one of her turns.

Beastial Soul. Barb's Melee attacks count as magical.

Actions

Multiattack. Cheetah makes three attacks on her turn. 2 with her claws and 1 with her Bite or Tail.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 15 (3d8 + 5) piercing damage. On a hit, Cheetah regains 6 hit points if she has fewer than half of her hit points.

Claws. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 13 (3d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 15 (3d8 + 5) bludgeoning damage.

Bonus Action

Rage. Cheetah can enter a Rage for 1 minute. While raging, she gains the following benefits:

  • Can move up to half her speed as part of the Bonus Action.

  • Gains one extra weapon attack as a Bonus Action

  • Add +4 damage to attacks using Strength.

  • Adv on Strength checks (Min = 20) and Strength saving throws.

  • Infectious Fury. (6/Day) When Cheetah hits a creature, she can force them to make a DC 18 Wis saving throw or suffer one following affects:

    • The target uses its reaction to make a melee attack another creature she chooses.
    • Target takes 2d12 slashing damage.

Cheetah from DC Comics


Jungle by Jordi G Escamilla

Statblocks


Ra's Al Ghul

Medium Humanoid, Lawful Evil


  • Armor Class 17 (Studded)
  • Hit Points 190
  • Speed 45ft, Climb 30ft.

STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 15 (+2) 17 (+3) 14 (+2) 12 (+1)

  • Condition Immunities Surprised, Frightened, Poison
  • Damage Resistances Poison
  • Skills (Minimum Roll = 10) History +14, Stelth +12, Acrobatics +12, Insight +10
  • Saving Throws Dex +8, Int +8, Con +6
  • Senses passive Perception 18, Blindsense 10ft
  • Challenge 17 (18,000 XP)

Brutal Strikes. Ra's Al Ghuls's attacks count as magical for the purpose of overcoming resistances.

Action Surge. (1/Short Rest) Ra's gains an additional action on his turn.

Sneak Attack. (1/Turn) Ra's deals an extra 30 (8d6) damage when he hits a target with a weapon attack when he has advantage on the attack roll, or when the target is within 5ft of a conscious ally.

Alert. Creatures do not gain advantage on Attack rolls against Ra's Al Ghul while unseen.

Actions

Multiattack. Ra's makes four Scimitar attacks. He can replace one attack with two Shuriken attacks.

Scimitar Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 22 (4d6 + 6) slashing damage.

Shuriken. Ranged Weapon Attack: +10 to hit, range 20/60ft, one target. Hit 11 (2d6 + 1d4 + 6) pierce.

Poison. (Recharge 4-6) When a creature is hit by Ra's Scimitar, they must make a DC 18 Con saving throw. Taking 40 (12d6) poison damage on a failed save, or half as much on a success.

Bonus Actions

Cunning Action. On his turn, Ra's Al Ghul can use the Dash, Disengage, or Hide action.

Second Wind. (1/Short Rest) Regain 25 Hit Points.

Reactions

Uncanny Dodge. Halve the damage from an attack.

Riposte. (2/Day) When a creature misses Ra's with a melee attack, he can make a melee weapon attack against that creature.

Ra's Al Ghul by Phil Cho


Emperors Tomb by Ming Fan wallpapers

Statblocks


Killer Croc

Large Humanoid, Neutral Evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 310
  • Speed 40ft. Swim 40ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 23 (+6) 9 (-1) 13 (+1) 11 (0)

  • Condition Immunities Surprised
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Survival +12, Athletics +8, Intimidation +8
  • Saving Throws Str +8, Con +8
  • Senses passive Perception 19, Darkvision 60ft
  • Challenge 17 (18,000 XP)

Beastial Soul. Croc's melee attacks count as magical for the purpose of overcoming resistances.

Actions

Multiattack. Croc makes 3 attacks on his turn. Twice with his Claws and once with his Bite or Tail Swipe.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d8 + 5) piercing damage. On a hit, Croc regains 6 hit points if he has fewer than half his hit points.

Claws. Melee Weapon Attack: +10 to hit, reach 10ft, one target. Hit 15 (3d6 + 5) slashing damage.

Tail Swipe. Melee Weapon Attack: +10 to hit, reach 10ft, one target. Hit 20 (3d8 + 5) bludgeoning.

Bonus Action

Rage. Croc can enter a Rage for 1 minute. While raging, he gains the following benefits:

  • Can move up to half his speed as part of the Bonus Action.

  • Gains one extra weapon attack as a Bonus Action. On a hit, Croc gains 6 temporary hit points.

  • Add +4 damage to attacks using Strength.

  • Adv on Strength checks (Min = 20) and Strength saving throws.

  • If a creature within 10ft hits Croc with an attack, he can bolster himself and roll a d8, applying a bonus to his AC equal to the number rolled, potentially causing the attack to miss.

This Statblock could also be used as: Orca, King Shark

Killer

Croc by

Adrian

Wilkins

Sewer by

Tarmo Juhola

(ArtStation)

Statblocks



Bane

Large Humanoid, Neutral Evil


  • Armor Class 20 (Unarmored Defense)
  • Hit Points 300
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 22 (+6) 18 (+4) 14 (+2) 15 (+2)

  • Condition Immunities Charmed, Fright, Surprised
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Athletics +12, Intimidation +10, Insight +8
  • Saving Throws Str +12, Con +10
  • Senses passive Perception 14
  • Challenge 18 (18,000 XP)

Actions

Multiattack. Bane makes three Slam attacks. He can replace one attack with a use of Intimidation.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 22 (3d12 + 7) bludgeoning damage.

On a hit, he can choose to grapple that creature (escape DC 18). Until the grapple ends, the target is restrained, and it takes 13 (3d6 + 7) bludgeoning damage at the start of each of its turns. Bane can only restrain one creature at a time.

Intimidation. Bane can attempt to intimidate one humanoid he can see within 30ft by making an Intimidation check contested by the target's Insight. On a success, the target is frightened until the end of their next turn. On a fail, the target can't be frightened by him in this way for 1 hour.

Bonus Actions

Venom Rage. Bane can enter a Rage for 1 hour. While raging, he gains the following benefits:

  • Can move up to half his speed as part of the Bonus Action.

  • Gains one extra weapon attack as a Bonus Action

  • Add +5 damage to attacks using Strength.

  • Advantage on Strength checks (Min = 26) and Strength saves.

Bane by Olivernome (DeviantArt)


EA Fight Night by Tom Johnson

Statblocks


Red Lantern: Atrocitus

Medium Humanoid, Chaotic Neutral


  • Armor Class 18 (Natural Armor, 20 with Shield)
  • Hit Points 230
  • Speed 30ft. Fly 30ft (with Ring only)

STR DEX CON INT WIS CHA
20 (+5) 11 (0) 15 (+6) 12 (+1) 10 (0) 20 (+5)

  • Condition Immunities (Aura) Fright 30ft, Charm 30ft
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks.
  • Skills Athletics +9, Intimidation +9, Religion +7
  • Saving Throws Cha +8, Wis +6, Str +5
  • Senses passive Perception 10
  • Challenge 20 (25,000 XP)

Blood Frenzy. Atros has advantage on melee attack rolls against creatures that don't have full hit points.

Actions

Multiattack. Atrocitus makes two Raging Slam attacks on his turn. He can replace one attack with a use of Spellcasting.

Raging Slam. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d10 + 7) bludgeoning plus 15 (3d8) fire damage.

Spellcasting. Atrocitus casts one of the following spells using Charisma as his spellcasting ability
(Spell save DC 18, +10 to hit):

1st Level (4): Hellish Rebuke, Hunter's Mark.

2nd Level (3): Aganazzar's Scorcher, Heat Metal.

3rd Level (3): Bestow Curse, Haste.

4th Level (3): Stoneskin, Divination.

5th Level (2): Commune, Destructive Wave.

Dreadful Aspect (1/Short Rest) Atros forces each creature within 30ft to make a Wis Saving throw or be frightened of him for 1 minute.

Bloodlust. (1/Day) For 1 minute, Atrocitus creates an aura of red light that reduces any bright light in a 30ft radius to dim light. While the aura lasts:

  • Whenever an enemy creature thats frightened of him starts its turn in the aura, it takes 20 (4d10) radiant damage.

  • Attacks have disadvantage against Atrocitus.

This Statblock could also be used as: Veteran Red Lanterns

Atrocitus by

Jong Min Lee

(ArtStation)

Out There by

Gwen Vibancos

(ArtStation)

Statblocks

Magic Items

High-carlorie Protein Bar

Wondrous item, common


This protein bar provides as much nourishment as 1 day of rations and tastes like your favorite type of meat.

Cape of Wonder

Wondrous item, common


While wearing this cape, you can use a bonus action to make it billow dramatically.

Boxing-Glove Arrow

Weapon (any ammunition), common


This ammunition packs a wallop. A creature hit by it must succeed on a D 10 Str saving throw or be knocked prone.

Holo-cloak

Wondrous item, common


Whil wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearence, the cloak can't be anything but a cloak. Although it can duplicate the appearence of other magic cloaks, but it doesn't gain their magic properties.

Smoldering Armor

Armor (any), common


Wisps of harmless, odorless smoke rise from this armor while it is worn. The smoke appears as any color you choose.

Holo-Mask

Wondrous item, uncommon (requires attunement)


While wearing this mask, you can use an action to cast the Disguise Self spell at will, but the spell ends if the mask is off.

Basic Super-Suit

Wondrous item, common


This stylized suit mends itself to counteract wear & tear. Pieces of the outfit that are destroyed can't be repaired in
this way. This suit can be layered on other clothing.

Magician's Hat

Wondrous item, uncommon (requires attunement by a spellcaster)


This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, spider, scorpion, frog, or rodent (see the Player's Handbook or the Monster Manuel for statistics). The summoned creature magically appears in the hat and is neither friendly nor hostile, and isn't under your control. It behaves as an ordinary creature of its kind
  and disappears after 1 hour or when it drops to 0 hit points.
     The hat regains all expended charges daily at dawn.

Rocket Boots

Wondrous item, uncommon (requires attunement)


While you wear these boots, you have a flying speed equal to your walking speed. You can use these boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30ft per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Boxing Glove Arrow from Fortnite

Shadow ward from

"The Griffon's Saddlebag"


Black Top Hat

from YoPriceville

Magic Items


Flame Shot

Weapon (any ammunition), uncommon


Ammunition wreathed in flames. A creature hit by this takes an extra 1d6 fire damage.

Electric Shot

Weapon (any ammunition), uncommon


Electricity flows through this ammunition. A creature hit by this takes an extra 1d6 lightning damage.

Laser Pistol

Weapon (Laser Pistol), rare


Enhanced technology that fires beams of energy at your enemies. These weapons have a +1 bonus to attack and damage rolls. They deal 3d6 radiant damage with a range of 40/120ft, and must spend an action to reload every 50 shots.

Flamethrower

Weapon (Flamethrower), rare


The weapon exhales fire in a 15-foot cone. Each creature in that area must make a Dex saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a success. The fire ignites any flammable objects in the area that aren't being worn or carried.

Strength Enhancement Gear

Wondrous item, rarity varies (requires attunement)


While wearing this gear, your Strength score changes to a score granted by the gear. The item has no effect on you if your Strength without the gear is equal to or greater than the gear's score.

Type Strength Rarity
Power-Tech Gauntlets 21 Rare
Suit of Sturdiness 23 Very Rare
Venom Injection Tubes 25 Very Rare
Tactile Telekinesis Gloves 27 Legendary
Gravity Reduction Belt 29 Legendary

Anti-Gravity Boots

Wondrous item, rare (requires attunement)


While you wear these boots, you can use an action to cast the Levitate spell on yourself at will.

Velocity Boots

Wondrous item, rare (requires attunement)


While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, they cease to function until you finish a long rest.


Green arrow

from DC Comics


Glove from FAITH

by BurningGames


Advanced

Skeinsuit

from

Savage Star

Frontier

Magic Items

Escrima Sticks

Weapon (Quarterstaff), rare


You have a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, as a bonus action, you can separate the quarterstaff into 2 Escrima Sticks that gain the light and thrown properties while in this form.

Basic Fearsome Helm

Wondrous item, common


This stylized helmet/mask makes your eyes glow while you wear it. You choose which color it glows upon first donning the mask, but cannot change it afterwards.

Aquatic gear

Armor, uncommon


You gain a swimming speed of 40ft and the ability to breathe underwater for up to 1 hour while wearing this gear.

Rebreather

Wondrous item, uncommon (requires attunement)


While wearing this mask, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons).

Apokoliptian Rifle

Weapon (Laser rifle), rare


Traded amongst the underground markets on Earth, these weapons have a +2 bonus to attack and damage rolls. They deal 3d8 radiant damage with a range of 100/300ft, and must spend an action to reload every 2 shots. It is two-handed.

Flying Gear

Wondrous item, rare (requires attunement)


While using this gear, you gain a flying speed of 60ft, it appears as something that would reasonably allow you to fly (such as wings, jet boosters, or anti-gravity) for up to 6 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30ft per round until you land.

The boots regain 2 hours of flying capability for every 6 hours they aren't in use.


Bullet Absorbing Shield

Armor (Shield), rare (requires attunement)


You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5ft of you, you can use your reaction to become the target of the attack instead.

Thanagarian Mace

 Weapon (Mace), rare


   You have a +2 bonus to attack and damage rolls
      made with this magic weapon.

Force Field Shield

by KristianS (Polycount)

Nightwings Escrima

Sticks replica

by Triforce

Antigravity pack

from Halo Series

Mace of Smithing from

D&Ds Dungeon Master's Guide

Magic Items

Fear Toxin

Poison, rare


Hallucinatory toxins that scramble
the mind. Fear Toxin can be inhaled
or injected. An afflicted creature must
make a Wis saving throw (DC 15) or
become frightened for 1 hour. During this
time, the creature believes that they see
their worst nightmare appearing before them.

Venom

Potion, rare


When you inject venom, you gain a +8 bonus to your Strength score (up to a maximum of 26) for 1 hour. Once this effect ends, you take on one level of exhaustion.

Temporary Force Field

Armor (Shield), very rare (requires attunement)


While holding this shield, you can speak a command word as a bonus action to cause it to activate. The
shield leaps into the air and hovers in your
space to protect you as if you were wielding
it, leaving your hands free. The field remains
activated for 1 minute, until you use a bonus
action to end this effect, or until you are
incapacitated or die, at which point the
shield falls to the ground or
into your hand if it's free.


Joker's Laughing Gas

Poison (inhaled), rare


An afflicted creature perceives everything as hilariously funny and falls into fits of laughter.

A creature subjected to this poison must succeed on a DC 13 Con saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

               Kryptonite

                    Wondrous item, very rare


                     A glowing green crystal that negatively affects
                     Kryptonians if they are within 15ft of exposed                      Kryptonite, losing any innate damage resistances
                     & immunites and taking one level of exhaustion
                     at the start of each turn it starts in the aura.
                     However, months of prolonged exposure can be
                     harmful to any race. Eventually causing
                     Kryptonite poisoning that can only be cured by
                     the effects of a Greater Restoration spell.
                     Kryptonite poisoning grants four levels of
                   exhaustion until cured.

Amulet of Azaroth

Wondrous item, very rare (requires attunement)


While wearing this amulet, you can cast the Telekinesis spell at will, but you can cannot target worn or carried objects.

Freeze Gun

Weapon (rifle), very rare (requires attunement)


While you wield this weapon, you take 10 (3d6) cold damage at the start of each of your turns.

A beam of cold energy forming a line 80ft long and 5ft wide blasts out from the gun. Each creature in the line must make a Dex saving throw. On a failed save, a creature's speed is reduced by 10ft until the end of your next turn and they take 24 (8d6) cold damage, or half as much on a successful save.

Sword of Athena

Weapon (Sword), legendary (requires attunement)


You have a +3 bonus to attack and damage rolls made with this magic weapon.

While you hold the drawn sword, it creates an aura in a 10ft radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.


Green Gas from

WebStockReview

Science Crystal from

Marvel Contest of Champions

Mr. Freeze

by Huy Dinh

Scrawlers Pendant by

Self-Replica (Deviant Art)

Holy Avenger from the Dungeon Master's Guide

Magic Items

Motherbox/Fatherbox

Wondrous item, legendary (requires attunement)


The box can differ in size and radiates palpable energy. You can use an action to press one side of the box to cast the Gate spell with it, opening a portal to anywhere in the known universe, including Apokolips and New Genesis.

The box has 4 charges and expends 1 charge each use. The cube regains 1d4 expended charges daily at dawn.

Sentience. Motherbox/Fatherbox is a sentient object with an Int of 17, Wis of 14, and a Cha of 19. It has hearing and darkvision out to a range of 120ft.

It can read and understand all languages, but can only communicate using primordial.

Omni-knowledge. Contains all accumulated knowledge of the New Gods and is capable of sharing its understanding of past, present and alternating future events for all to see.

Cleansing & Corruption. Mother/Fatherbox's have the underlying capacity to twist the physical and mental states of their handlers. Turning them towards the mindset of Darkseid and his Apokoliptian horde (Fatherbox) or Allfather and his New Genesian society (Motherbox).

Bident of Lucifer

Weapon (trident), legendary (requires attunement)


Originally belonging to the Demon Nebiros, the
Bident was taken by Blue Devil and used to banish
dozens of demons back to hell. It allows its wielder
to create magical barriers, banish creatures, and
fire blasts of energy at enemies.

Demon Hunter. While you wield the Bident, you
are aware of the presence of Fiendish and Undead beings within 60ft of you. You also can't be charmed or frightened.

Spells. It has 8 charges and regains 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Warding Bond (1 charge), Lightning Bolt (2 charges), Fireball (4 charges), Banishing Smite (4 charges)

Amulet of Anubis

Wondrous item, legendary (requires attunement by a spellcaster)


The Amulet of Anubis is an Egyptian relic that allegedly once belonged to its namesake deity, the amulet is a circular device that typically adorns the livery collar worn around Doctor Fate's chest and shoulders,

Obscured. While wearing the Amulet, you can't be targeted by any divination magic or perceived through magical scrying.

Fortitude. While you wear this Amulet, you cannot be charmed, paralyzed, or frightened. Additionally, you gain a +2 bonus to AC as well as resistance to psychic damage.

Anansi Amulet

Wondrous item, legendary (requires attunement)


A totem that grants its user powers of the animal kingdom. While wearing this amulet, you gain a Swimming, Flying, and Climbing speed equal to your walking speed.

Additionally, you can cast Enhance Ability on yourself at will, without expending a spell slot or material components.

The Blue Devil

by Patrick Zircher.

Mechonid Cube

from

Fragged Empire

RPG

Scarab Amulet

from

Wizards

of the Coast

Magic Items

Cosmic Staff

Weapon (glave), legendary (requires attunement)


The Cosmic Staff is a powerful device that absorbs stellar energy and uses it to create a wide range of abilities including flight, levitation of objects, creation of defensive force fields, and offensive energy blasts of incredible power. While attuned with it, it will always return to your hand if lost.

Flight. While you wield the staff, you gain a flying speed equal to your walking speed.

Spells. It has 8 charges and regains 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Shield of Faith (1 charge), Lightning Bolt (2 charges), Telekinesis (4 charges).

Batman's Utility Belt

Wondrous item, legendary (requires attunement)


While wearing the belt, you can use a bonus action to pull out an item. The belt has two of each of the following items:

  • Cable rope (50ft, coiled)
  • Set of 5 Batarangs
  • Smoke Grenade
  • Thieves' Tools -

In addition, the belt has 4d4 other pouches. The DM chooses the items or determines them randomly.

d100 Pouch
01-08 Roll of $2,000
09-15 Disguise Kit
16-22 Alchemist's supplies
23-30 Manacles
31-44 3 Poisoned Batarangs
16-22 Tinker's Tools
23-30 Forgery Kit
31-44 Antitoxin
45-51 Healer's Kit
52-59 Crime scene recorder
60-68 4 potions of healing
69-75 Tracking Device
76-83 Grappling Hook
84-90 Poisoner's Kit
91-96 Rebreather
97-00 Kryptonite

Batman's Cowl

Wondrous item, legendary (requires attunement)


While wearing this cowl, you have advantage on Perception checks that rely on sight. In conditions of clear visability, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Additionally, you gain 60ft of darkvision, if you already have darkvision, it increases by 60ft.


Superman's Cape

Wondrous item, legendary (requires attunement)


You gain a +3 bonus to AC and saving throws while wearing this cape. Additionally, you gain resistance to fire damage.

Batman's Cloak

Woundrous item, legendary (requires attunement)


While wearing this cloak, you have advantage on Stealth Checks. You can grip the edges of the cloak with both hands to gain a Glide speed of 40ft. If you ever fail to grip the cloak's edges while flying in this way, you lose this glide speed.

Starman by

LucianoVecchio

(DeviantArt)

Cloak of Valacirya

from Pathfinder

Magic Items

Book of Dark Faith ~ Crime Bible

Wondrous item, legendary (requires attunement)


The contents of this foul manuscript are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.

Nature can't abide the book's presence. Plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.

A creature must spend 80 hours reading and studying it to digest its contents and reap its benefits.

Whenever a non-evil creature attunes to the Book, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.

Adjusted Ability Scores. After spending the requisite amount of time studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.

Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. Your eyes might become glossy black, or horns might sprout from your forehead. Or you might lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Persuasion checks made to interact with evil creatures and Intimidation checks made to interact with non-evil creatures.

Command Evil. While you are attuned to the book and holding it, you can use an action to cast the Dominate Monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.

Dark Lore. You can reference the Book of Dark Faith whenever you make an Intelligence check to recall information about an aspect of evil. When you do so, double your proficiency bonus on that check.

Dark Speech. While you carry the Book of Dark Faith and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.

Destroying the Book. A Book of Dark Faith allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.

To destroy a Book of Dark Faith, a sacrificial ritual in which a sentient life must be taken, must be performed with the specific purpose of destroying the book. If the ritual is successful, it is destroyed for 1d100 years, after which it reforms in some dark corner of the world.


Heart of Darkness

Wondrous item, legendary


Also known as the Black Diamond of Eclipso, the dark crystal was originally mined on Apokolips, bringing woe and misery to anyone who came into its possession. Within it resides the dark spirit of revenge, Eclipso.

When a creature first touches the crystal, that creature must make a DC 20 Wisdom saving throw. On a failed save, the creature's alignment changes to chaotic evil and becomes a host for Eclipso, following his orders as if under the Dominate Monster spell. This effect ends when a creature is no longer carrying the crystal or the crystal is destroyed.

The crystal has an AC of 5 and 50 hit points. It regains 5 hit points every 1 minute as long as it has at least 1 hit point. If the crystal drops to 0 hit points, it shatters and releases Eclipso into the world.

The Book of

Vile Darkness

from Wizards

of the Coast

Crystal by

Rachael

Caringella

Magic Items

Artifacts


Helmet of Fate & Cloak of Destiny

Wondrous items, artifacts (requires attunement by a spellcaster)


The Helmet turns the wielder into the hero known as Doctor Fate to fight against agents of chaos and destructive magic. Originally worn and belonging to Nabu the Wise, the wearer of this Cloak is tasked with protecting the world from evil, the Cloak is especially helpful as it is immune to fire, which allows Fate to face many demonic entities and foes.


Properties of the Helmet. Your alignment changes to True Neutral.

Nabu. Before you can become attuned to the artifact, the Lord of Order Nabu speaks to you telepathically upon first donning the helmet in which he inhabits. You must convince Nabu as to whether you are a worthy host for the Lord of Order. If you are deemed unworthy, you take 4d10 psychic damage and become unattuned to the Cloak of Destiny if you are currently attuned to it.

You must wait at least 24 hours before you can attempt to attune with the artifact again.

If you are deemed worthy, you gain the following benefits of attunement to the artifact, however, you must answer to the whims of Nabu as if under the Geas spell. Acting against Nabu's wishes can result in the loss of the artifact at any time.

  • You gain 60ft of Truesight.

  • Your Int score increases by 2, to a maximum of 24.

  • Whenever you make a History or Arcana check related to magic, you are considered proficient in the History or Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Properties of the Cloak. Your alignment changes to
True Neutral, and you gain the following benefits:

  • When you first attune to this artifact, you feel
    compulsed to seek out and don the Helmet
    of Fate
    as if under the Geas spell. Once
    you complete this quest, you are no
    longer affected by this property.

  • While donning the Cloak, you
    have advantage on saving throws
    against spells and other magical effects.

  • While wearing the Cloak, you gain a flying
    speed of 30ft.


Properties of the Helmet and Cloak. If you are attuned to both artifacts, you gain the following additional benefits:

  • The artifacts share 8 charges and regain 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Identify (1 charge), Misty Step (1 charge), Telekinesis (4 charges), Dominate Monster (5 charges), Word of Recall (4 charges)

  • You can cast the Detect Magic spell at will without expending any spell slots.

  • Any spell slot you expend to cast a wizard or warlock spell counts as a spell slot of 1 level higher.

Destroying the Cloak & Helmet. Created by the Lord of Order Nabu, the artifacts can only be destroyed by a Lord of Chaos bathing them in powerful negative energy or casting a Wish spell on each artifact.

Doctor Fate by

Saifuddin Dayana

Doctor Fate by

Daxramires

Artifacts

Trident of Poseidon

Wonderous item, artifact (requires attunement)


The artifact has command over storms and oceans, be it wind,
rain or other aquatic effects. The Trident of Poseidon is a magic
weapon that grants a +3 bonus to attack and damage rolls made
with it. It scores a critical hit on a roll of 19-20, and deals an extra
2d10 piercing damage to any creature with an innate swimming speed.


Properties. The Trident has the following properties:

Spells. While wielding the Trident, you can use an action
to cast one of the following spells from it (save DC 18):
Call Lightning, Lightning Bolt, or Control Water. Once you
use the Trident to cast one of these spells, you can't cast that
spell using this feature again until the next dawn.

Aquatic Command. While you carry the Trident, you can use
an action to cast Dominate Beast from it (save DC 18) on a beast
that has an innate swimming speed.

Amphibious. While holding the Trident, you gain a swim
speed of 60ft and the ability to breathe underwater.

Godly Intervention. When you become attuned to this artifact,
there is a 10% chance that you attract the attention of Poseidon,
who sends an avatar to wrest the artifact from you. The avatar has
the same alignment as Poseidon and the statistics of an Empyrean
(see the Monster Manual). Once it obtains the artifact, the avatar vanishes.

Destroying the Trident. While brought into being by Poseidon, it can
only be destroyed by a deity of equal power using a Wish or Disintigrate spell.


Lasso of Truth

Wondrous item, artifact (requires attunement)


Created by the Olympian craftsman Hephaestus at the behest of Queen Hippolyte, its magical properties were boosted by the Goddess' Aphrodite and Athena: the lasso forces whoever is bound within it to obey the commands of the user.


Properties. The Lasso has the following properties:

Entanglement. This rope is 35ft long and weighs 3lbs. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 30ft of you. The target must succeed on a DC 18 Dex saving throw or become restrained.

While restrained, the target takes 1d12 Psychic damage any time it speaks a deliberate lie.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of truth.

You can release the creature by using a bonus action to speak the command word. A target restrained by the rope can use an action to make a DC 18 Str or Dex check (target’s choice). On a success, they break free of the entanglement.

The rope has an AC of 22 and 70 hit points. It regains 5 hit points every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it loses its magical properties for 1d4 days before regaining them, but cannot outright be destroyed in this way.

Destroying the Lasso. Given divine power by two divine beings, two deities must combine their power to cast a Wish or Disintigrate spell on the Lasso in order to destroy it.

Wonder Woman

cutout from Zazzle

Aquaman by

Devon Pan (ArtStation)

Artifacts