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Published by goroiamanuci, 2023-03-18 11:30:25

DCND Statblocks - The Homebrewery

DCND Statblocks - The Homebrewery

2 2 2 2 3 3 4 4 5 6 7 8 9 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 52 52 52 52 52 52 52 52 52 53 53 53 53 53 53 53 54 54 54 54 54 54 54 54 55 55 55 55 55 55 55 55 56 56 56 56 57 57 57 57 57 58 58 59 59 59 60 60 Contents Low Tier Statblocks....................................................... Cultist.............................................................................................. Thug ................................................................................................. Common Goon .............................................................................. Police Officer ................................................................................. S.W.A.T............................................................................................ Mercenary ....................................................................................... Security Officer ............................................................................. Assassin .......................................................................................... Mage ................................................................................................ Speedster ........................................................................................ Toyman Drone/Toy ....................................................................... Mid Tier Statblocks........................................................ Two-Face ......................................................................................... Metallo .......................................................................................... Deadshot...................................................................................... Livewire ........................................................................................ Bruno Manheim .......................................................................... Scarecrow .................................................................................... Blue Devil ..................................................................................... Green Arrow ................................................................................ Clayface ........................................................................................ Felix Faust.................................................................................... Poison Ivy ..................................................................................... Nightwing ..................................................................................... Madam Xanadu ........................................................................... Hawkman/Hawkwoman ........................................................... Zatanna Zatara ........................................................................... Mr. Freeze .................................................................................... Parasite/Spawn ........................................................................... Booster Gold/Skeets .................................................................. Gorilla Grodd .............................................................................. John Constantine ........................................................................ High Tier Statblocks.................................................. Martian Manhunter .................................................................... Superman .................................................................................... Batman ......................................................................................... The Flash ..................................................................................... Wonder Woman .......................................................................... Aquaman ...................................................................................... Firestorm ..................................................................................... Green Lantern ............................................................................. Cyborg ........................................................................................... Shazam ......................................................................................... Doctor Fate .................................................................................. Thaal Sinestro ............................................................................. Saint Walker ................................................................................ Solomon Grundy ........................................................................ The Joker ...................................................................................... Lex Luthor: Battlesuit............................................................... Deathstroke ................................................................................. Vandal Savage ............................................................................. Cheetah ........................................................................................ Ra's Al Ghul ................................................................................. Killer Croc .................................................................................... Bane .............................................................................................. Red Lantern ................................................................................. Magic Items............................................................................ High-Calorie Protein Bar .......................................................... Cape of Wonder .......................................................................... Boxing-Glove Arrow ................................................................... Holo-Cloak ................................................................................... Smolderng Armor ...................................................................... Holo-Mask .................................................................................... Basic Super-Suit......................................................................... Magician's Hat............................................................................. Rocket Boots ................................................................................ Flame Shot.................................................................................. Electric Shot................................................................................ Laser Pistol .................................................................................. Flamethrower .............................................................................. Strength Enhancement Gear ................................................... Anti-Gravity Boots ...................................................................... Velocity Boots .............................................................................. Escrima Sticks ............................................................................ Basic Fearsome Helm ............................................................... Aquatic Gear ................................................................................ Rebreather ................................................................................... Apokoliptian Rifle ....................................................................... Flying Gear .................................................................................. Bullet Absorbing Shield ............................................................ Thanagarian Mace ..................................................................... Fear Toxin ..................................................................................... Venom ........................................................................................... Temporary Force Field .............................................................. Joker's Laughing Gas ................................................................. Kryptonite .................................................................................... Amulet of Azaroth ....................................................................... Freeze Gun .................................................................................. Sword of Athena ......................................................................... Motherbox/Fatherbox ................................................................ Bident of Lucifer ......................................................................... Amulet of Anubis ........................................................................ Anasi Amulet............................................................................... Cosmic Staff ................................................................................ Batman's Utility Belt.................................................................. Batman's Cowl ............................................................................ Batman's Cloak ........................................................................... Superman's Cape ........................................................................ Book of Dark Faith ..................................................................... Heart of Darkness ...................................................................... Artifacts.................................................................................. Helmet of Fate ............................................................................. Cloak of Destiny .......................................................................... Lasso of Truth ............................................................................. Trident of Poseidon .................................................................... 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 1 Table of Contents


Low Tier Statblocks Assasins Creed concept art from Ubisoft 2 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. Statblocks


Prisoners by Denys Tsiperko (ArtStation) MIB Concept Art by Craig Shoji 3 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. Statblocks


ScifiBros by VilleK Thief Concept Art by Mathieu Latour Duhaime Morning workout by Iqbal Ridzuan 4 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. Statblocks


Ranger by Youngmin Seo (ArtStation) Temple by @@张雷雷 (@Weibo) 5 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. Statblocks


Witchsona from Finnichang (Tumblr) Escadia streets revisited by gamefan84 6 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) Statblocks


Silver Blur by TheGraffitiSoul (DeviantArt) Infinity A.I Room by Zeljko Duvnjak (ArtStation) 7 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. Statblocks


Falcon De Luxe from Jumbo Tony's Toy Shoppe Sd Gundam from Legocraft 8 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. Statblocks


Mid Tier Statblocks This Statblock could also be used as: Black Mask, Tiger Shark, Riddler and Penguin Two-Face from DC Comics University Main Building by HenrikSundholm 9 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. Statblocks


Metallo by Phil Cho Concept Art from SWTOR 10 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. Statblocks


This Statblock could also be used as: Red Hood, KGBeast Deadshot by MiaCabrera (DeviantArt) Laser city by Jaime Jasso (ArtStation) 11 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. Statblocks


This Statblock could also be used as: Black Lightning Livewire by Kike1988 (DeviantArt) 12 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. Statblocks


The Boys Fanart by Qiuomg Death Orb #4 by Alejandro Aragon 13 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), twohanded, 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. Statblocks


S c a r e c r o w f r o m D avid B k s A n d r a d e D Z 0 1 b y M a x H ay A r t 1 4 S c a r e c r o w Mediu m Hu m ano id, Chaotic Evil A r m o r Cla s s 1 6 ( S t u d d e d ) Hit P oin t s 1 4 0 S p e e d 3 0 ft. STR DE X C O N IN T WIS C H A 8 ( - 1 ) 1 8 ( + 4 ) 1 4 ( + 2 ) 1 6 ( + 3 ) 1 2 ( + 1 ) 2 0 ( + 5 ) S kills D e c e p tio n + 8, In timid a tio n + 8, In sig h t + 6 S a vin g T h r o w s D e x + 4, C h a + 8 S e n s e s p a s siv e P e r c e p tio n 1 1 C h alle n g e 7 ( 2,9 0 0 X P ) A c tio n s Mu ltiattack. S c a r e c r o w m a k e s t w o Scythe a t t a c k s a n d o n e Me n ac ing a t t a c k. H e c a n r e pla c e o n e a t t a c k wit h a u s e o f I n n ate Spe llcasting. Farmer's Scythe. Melee Weapon Attack: + 6 t o hit, reach 10ft, one target. Hit 17 (3d10 + 3) slashin g. 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. Statblocks


Blue Devil by @jsmarantz (Instagram) gone hunting by Simon Weaner. 15 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. Statblocks


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) 16 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. Floyd 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. Statblocks


Mud Monster from Bogs of Bane Sewer by camilkuo (DeviantArt) 17 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. Statblocks


Scribe by u/Chance-Ad7854 (Reddit) Swamp MtG Art by Andreas Rocha 18 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. Statblocks


Poison Ivy from wOaA5 (ArtStation) HappyJungle by MiroJohannes (DeviantArt) 19 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. Statblocks


This Statblock could also be used as: Red Robin, Robin, Batgirl, Batwoman Nightwing Vol 4 #41 textless cover Robin by @HennaWia_art (Twitter) 20 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. Statblocks


Myr by WillOBrien (DeviantArt) Preparation room by Aleksandr-osm (DeviantArt) 21 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. 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. Statblocks


Hawkwoman by Phil Cho (DeviantArt) Hawkman by Phil Cho (DeviantArt) Blue Sky by Tripplejaz (Twitter) 22 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. Statblocks


Stage by AquaSixio (DeviantArt) Zatanna by Mike McKone 23 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. Statblocks


This Statblock could also be used as: Captain Cold Ice Room from "Stranger of the City of Swords" Mr. Freeze by Darran Douglas 24 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. Statblocks


Parasite by Rafael Albuquerque Parasite by BlastAttak (DeviantArt) Sci-Fi Lab by Dominic Chua (ArtStation) 25 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. Statblocks


Booster Gold from DC Comics Energy Tunnel by uniquefx (Envato Elements) Skeets from DC Comics (New 52) 26 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. Statblocks


The Gorilla King, Ruthazek by Rbash Jungle Foliage by Bryan Sola 27 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. Statblocks


John Constantine by Джон Константин Dark Alley by Christopher Rabenhorst (CG Society) 28 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. Statblocks


High Tier Statblocks 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 29 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. Statblocks


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 30 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. Statblocks


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" 31 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. Statblocks


This Statblock could also be used as: Reverse Flash & Godspeed The Flash - Wally West from DC Comics 32 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. Statblocks


Wonder Woman from DC Comics Olympus by Gonzalokenny (DeviantArt) 33 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. 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. Statblocks


This Statblock could also be used as: Ocean Master Aquaman from DC Comics Rebirth 34 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. Statblocks


This Statblock could also be used as: Captain Atom Nuclear by David Finch Firestorm textless cover from DC Comics 35 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. Statblocks


This Statblock could also be used as: Veteran Green Lanterns Oa Concept Art by Jeff Palm (ArtStation) John Stewart from DC Comics 36 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. Statblocks


This Statblock could also be used as: Grid Cyborg by J.G. Jones (Justice League v3 #39) Nightrunner by Annibale Siconolfi 37 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. Statblocks


This Statblock could also be used as: Black Adam Shazam by Dominic Glover Greek City by Etienne Hebinger (ArtStation) 38 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. Statblocks


This Statblock could also be used as: Wotan, Mordru, or Circe Doctor Fate from Constantine #20 (2014) - Project Serment from NKT Studio 39 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. Statblocks


This Statblock could also be used as: Veteran Yellow Lanterns Sinestro from DC comics Nebula by TylerCreatesWorlds (WallUp) 40 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. Statblocks


Saint Walker from DC Comics Electric Blue Alien Planet By Angela Harburn 41 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. Statblocks


Graveyard by PavelTomashevskiy (DeviantArt) Solomon Grundy by Moderno 42 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. Statblocks


Joker of DC comics Funhouse by Calader (Blogspot) 43 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. Statblocks


Injustice Lex Luthor Concept Art (WarnerBros Entertainment) Lab by Allen Wei (ArtStation) 44 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. Statblocks


Deathstroke Concept Art from Arkham Origins Dystopia by Chris Tokuhama 45 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. Statblocks


A s s a s sin s C r e e d: O rigin s Wa l l p a p e r b y R a p h a e l L a c o s t e Va n d a l S av a g e f r o m D C C o mic s ( N e w 5 2 ) 4 6 Va n d a l S ava g e Mediu m Hu m ano id, Ne utral Evil A r m o r Cla s s 1 4 ( S t u d d e d ) Hit P oin t s 2 5 0 S p e e d 3 0 ft. STR D E X C O N IN T WIS C H A 1 3 ( + 1 ) 1 4 ( + 2 ) 2 4 ( + 7 ) 1 8 ( + 4 ) 1 3 ( + 1 ) 2 0 ( + 5 ) S kills ( + 3 ) His t o r y + 1 4, D e c e p tio n + 9 ( Min 1 0 ), Intimidation +9, Persuasion +9 (Min 10) S a vin g T h r o w s D e x + 6, C o n + 1 0, C h a + 8 S e n s e s p a s siv e P e r c e p tio n 2 0 C h alle n g e 1 3 ( 1 0,0 0 0 X P ) Im mortality. V a n d al S a v a g e is u n - a ble t o die. Regeneration. Savage regains 15 hit points a t t h e s t a r t o f his t u r n. If h e t a k e s n e c r o tic d a m a g e, t his t r ait d o e s n't fu n c tio n a t t h e s t a r t o f his n e x t t u r n. Legendary Resistance. (3/Day) If Vandal fails a savin g t h r o w, h e c a n c h o o s e t o s u c c e e d in s t e a d. Actions Multiattack. Vandal makes two Rapier attac k s. H e c a n u s e I n n ate Spe llcasting in pla c e o f o n e a t t a c k. 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. Statblocks


Cheetah from DC Comics Jungle by Jordi G Escamilla 47 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. Statblocks


Ra's Al Ghul by Phil Cho Emperors Tomb by Ming Fan wallpapers 48 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. Statblocks


This Statblock could also be used as: Orca, King Shark Killer Croc by Adrian Wilkins Sewer by Tarmo Juhola (ArtStation) 49 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. Statblocks


Bane by Olivernome (DeviantArt) EA Fight Night by Tom Johnson 50 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. Statblocks


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