This Statblock could also be used as: Veteran Red Lanterns Atrocitus by Jong Min Lee (ArtStation) Out There by Gwen Vibancos (ArtStation) 51 Red Lantern: Atrocitus Medium Humanoid, Chaotic Neutral Armor Class 18 (Natural Armor, 20 with Shield) Hit Points 230 Speed 30ft. Fly 30ft (with Ring only) STR DEX CON INT WIS CHA 20 (+5) 11 (0) 15 (+6) 12 (+1) 10 (0) 20 (+5) Condition Immunities (Aura) Fright 30ft, Charm 30ft Damage Resistances Bludgeoning, Piercing, and Slashing from Non-Magical attacks. Skills Athletics +9, Intimidation +9, Religion +7 Saving Throws Cha +8, Wis +6, Str +5 Senses passive Perception 10 Challenge 20 (25,000 XP) Blood Frenzy. Atros has advantage on melee attack rolls against creatures that don't have full hit points. Actions Multiattack. Atrocitus makes two Raging Slam attacks on his turn. He can replace one attack with a use of Spellcasting. Raging Slam. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 20 (3d10 + 7) bludgeoning plus 15 (3d8) fire damage. Spellcasting. Atrocitus casts one of the following spells using Charisma as his spellcasting ability (Spell save DC 18, +10 to hit): 1st Level (4): Hellish Rebuke, Hunter's Mark. 2nd Level (3): Aganazzar's Scorcher, Heat Metal. 3rd Level (3): Bestow Curse, Haste. 4th Level (3): Stoneskin, Divination. 5th Level (2): Commune, Destructive Wave. Dreadful Aspect (1/Short Rest) Atros forces each creature within 30ft to make a Wis Saving throw or be frightened of him for 1 minute. Bloodlust. (1/Day) For 1 minute, Atrocitus creates an aura of red light that reduces any bright light in a 30ft radius to dim light. While the aura lasts: Whenever an enemy creature thats frightened of him starts its turn in the aura, it takes 20 (4d10) radiant damage. Attacks have disadvantage against Atrocitus. Statblocks
Magic Items High-carlorie Protein Bar Wondrous item, common This protein bar provides as much nourishment as 1 day of rations and tastes like your favorite type of meat. Cape of Wonder Wondrous item, common While wearing this cape, you can use a bonus action to make it billow dramatically. Boxing-Glove Arrow Weapon (any ammunition), common This ammunition packs a wallop. A creature hit by it must succeed on a D 10 Str saving throw or be knocked prone. Holo-cloak Wondrous item, common Whil wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearence, the cloak can't be anything but a cloak. Although it can duplicate the appearence of other magic cloaks, but it doesn't gain their magic properties. Smoldering Armor Armor (any), common Wisps of harmless, odorless smoke rise from this armor while it is worn. The smoke appears as any color you choose. Holo-Mask Wondrous item, uncommon (requires attunement) While wearing this mask, you can use an action to cast the Disguise Self spell at will, but the spell ends if the mask is off. Basic Super-Suit Wondrous item, common This stylized suit mends itself to counteract wear & tear. Pieces of the outfit that are destroyed can't be repaired in this way. This suit can be layered on other clothing. Magician's Hat Wondrous item, uncommon (requires attunement by a spellcaster) This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, spider, scorpion, frog, or rodent (see the Player's Handbook or the Monster Manuel for statistics). The summoned creature magically appears in the hat and is neither friendly nor hostile, and isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. Rocket Boots Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use these boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30ft per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. Boxing Glove Arrow from Fortnite Shadow ward from "The Griffon's Saddlebag" Black Top Hat from YoPriceville 52 Magic Items
Flame Shot Weapon (any ammunition), uncommon Ammunition wreathed in flames. A creature hit by this takes an extra 1d6 fire damage. Electric Shot Weapon (any ammunition), uncommon Electricity flows through this ammunition. A creature hit by this takes an extra 1d6 lightning damage. Laser Pistol Weapon (Laser Pistol), rare Enhanced technology that fires beams of energy at your enemies. These weapons have a +1 bonus to attack and damage rolls. They deal 3d6 radiant damage with a range of 40/120ft, and must spend an action to reload every 50 shots. Flamethrower Weapon (Flamethrower), rare The weapon exhales fire in a 15-foot cone. Each creature in that area must make a Dex saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a success. The fire ignites any flammable objects in the area that aren't being worn or carried. Strength Enhancement Gear Wondrous item, rarity varies (requires attunement) While wearing this gear, your Strength score changes to a score granted by the gear. The item has no effect on you if your Strength without the gear is equal to or greater than the gear's score. Type Strength Rarity Power-Tech Gauntlets 21 Rare Suit of Sturdiness 23 Very Rare Venom Injection Tubes 25 Very Rare Tactile Telekinesis Gloves 27 Legendary Gravity Reduction Belt 29 Legendary Anti-Gravity Boots Wondrous item, rare (requires attunement) While you wear these boots, you can use an action to cast the Levitate spell on yourself at will. Velocity Boots Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, they cease to function until you finish a long rest. Green arrow from DC Comics Glove from FAITH by BurningGames Advanced Skeinsuit from Savage Star Frontier 53 Magic Items
Escrima Sticks Weapon (Quarterstaff), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, as a bonus action, you can separate the quarterstaff into 2 Escrima Sticks that gain the light and thrown properties while in this form. Basic Fearsome Helm Wondrous item, common This stylized helmet/mask makes your eyes glow while you wear it. You choose which color it glows upon first donning the mask, but cannot change it afterwards. Aquatic gear Armor, uncommon You gain a swimming speed of 40ft and the ability to breathe underwater for up to 1 hour while wearing this gear. Rebreather Wondrous item, uncommon (requires attunement) While wearing this mask, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons). Apokoliptian Rifle Weapon (Laser rifle), rare Traded amongst the underground markets on Earth, these weapons have a +2 bonus to attack and damage rolls. They deal 3d8 radiant damage with a range of 100/300ft, and must spend an action to reload every 2 shots. It is two-handed. Flying Gear Wondrous item, rare (requires attunement) While using this gear, you gain a flying speed of 60ft, it appears as something that would reasonably allow you to fly (such as wings, jet boosters, or anti-gravity) for up to 6 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30ft per round until you land. The boots regain 2 hours of flying capability for every 6 hours they aren't in use. Bullet Absorbing Shield Armor (Shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5ft of you, you can use your reaction to become the target of the attack instead. Thanagarian Mace Weapon (Mace), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Force Field Shield by KristianS (Polycount) Nightwings Escrima Sticks replica by Triforce Antigravity pack from Halo Series Mace of Smithing from D&Ds Dungeon Master's Guide 54 Magic Items
Fear Toxin Poison, rare Hallucinatory toxins that scramble the mind. Fear Toxin can be inhaled or injected. An afflicted creature must make a Wis saving throw (DC 15) or become frightened for 1 hour. During this time, the creature believes that they see their worst nightmare appearing before them. Venom Potion, rare When you inject venom, you gain a +8 bonus to your Strength score (up to a maximum of 26) for 1 hour. Once this effect ends, you take on one level of exhaustion. Temporary Force Field Armor (Shield), very rare (requires attunement) While holding this shield, you can speak a command word as a bonus action to cause it to activate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The field remains activated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if it's free. Joker's Laughing Gas Poison (inhaled), rare An afflicted creature perceives everything as hilariously funny and falls into fits of laughter. A creature subjected to this poison must succeed on a DC 13 Con saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. Kryptonite Wondrous item, very rare A glowing green crystal that negatively affects Kryptonians if they are within 15ft of exposed Kryptonite, losing any innate damage resistances & immunites and taking one level of exhaustion at the start of each turn it starts in the aura. However, months of prolonged exposure can be harmful to any race. Eventually causing Kryptonite poisoning that can only be cured by the effects of a Greater Restoration spell. Kryptonite poisoning grants four levels of exhaustion until cured. Amulet of Azaroth Wondrous item, very rare (requires attunement) While wearing this amulet, you can cast the Telekinesis spell at will, but you can cannot target worn or carried objects. Freeze Gun Weapon (rifle), very rare (requires attunement) While you wield this weapon, you take 10 (3d6) cold damage at the start of each of your turns. A beam of cold energy forming a line 80ft long and 5ft wide blasts out from the gun. Each creature in the line must make a Dex saving throw. On a failed save, a creature's speed is reduced by 10ft until the end of your next turn and they take 24 (8d6) cold damage, or half as much on a successful save. Sword of Athena Weapon (Sword), legendary (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. While you hold the drawn sword, it creates an aura in a 10ft radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. Green Gas from WebStockReview Science Crystal from Marvel Contest of Champions Mr. Freeze by Huy Dinh Scrawlers Pendant by Self-Replica (Deviant Art) Holy Avenger from the Dungeon Master's Guide 55 Magic Items
Motherbox/Fatherbox Wondrous item, legendary (requires attunement) The box can differ in size and radiates palpable energy. You can use an action to press one side of the box to cast the Gate spell with it, opening a portal to anywhere in the known universe, including Apokolips and New Genesis. The box has 4 charges and expends 1 charge each use. The cube regains 1d4 expended charges daily at dawn. Sentience. Motherbox/Fatherbox is a sentient object with an Int of 17, Wis of 14, and a Cha of 19. It has hearing and darkvision out to a range of 120ft. It can read and understand all languages, but can only communicate using primordial. Omni-knowledge. Contains all accumulated knowledge of the New Gods and is capable of sharing its understanding of past, present and alternating future events for all to see. Cleansing & Corruption. Mother/Fatherbox's have the underlying capacity to twist the physical and mental states of their handlers. Turning them towards the mindset of Darkseid and his Apokoliptian horde (Fatherbox) or Allfather and his New Genesian society (Motherbox). Bident of Lucifer Weapon (trident), legendary (requires attunement) Originally belonging to the Demon Nebiros, the Bident was taken by Blue Devil and used to banish dozens of demons back to hell. It allows its wielder to create magical barriers, banish creatures, and fire blasts of energy at enemies. Demon Hunter. While you wield the Bident, you are aware of the presence of Fiendish and Undead beings within 60ft of you. You also can't be charmed or frightened. Spells. It has 8 charges and regains 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Warding Bond (1 charge), Lightning Bolt (2 charges), Fireball (4 charges), Banishing Smite (4 charges) Amulet of Anubis Wondrous item, legendary (requires attunement by a spellcaster) The Amulet of Anubis is an Egyptian relic that allegedly once belonged to its namesake deity, the amulet is a circular device that typically adorns the livery collar worn around Doctor Fate's chest and shoulders, Obscured. While wearing the Amulet, you can't be targeted by any divination magic or perceived through magical scrying. Fortitude. While you wear this Amulet, you cannot be charmed, paralyzed, or frightened. Additionally, you gain a +2 bonus to AC as well as resistance to psychic damage. Anansi Amulet Wondrous item, legendary (requires attunement) A totem that grants its user powers of the animal kingdom. While wearing this amulet, you gain a Swimming, Flying, and Climbing speed equal to your walking speed. Additionally, you can cast Enhance Ability on yourself at will, without expending a spell slot or material components. The Blue Devil by Patrick Zircher. Mechonid Cube from Fragged Empire RPG Scarab Amulet from Wizards of the Coast 56 Magic Items
Cosmic Staff Weapon (glave), legendary (requires attunement) The Cosmic Staff is a powerful device that absorbs stellar energy and uses it to create a wide range of abilities including flight, levitation of objects, creation of defensive force fields, and offensive energy blasts of incredible power. While attuned with it, it will always return to your hand if lost. Flight. While you wield the staff, you gain a flying speed equal to your walking speed. Spells. It has 8 charges and regains 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Shield of Faith (1 charge), Lightning Bolt (2 charges), Telekinesis (4 charges). Batman's Utility Belt Wondrous item, legendary (requires attunement) While wearing the belt, you can use a bonus action to pull out an item. The belt has two of each of the following items: Cable rope (50ft, coiled) Set of 5 Batarangs Smoke Grenade Thieves' Tools - In addition, the belt has 4d4 other pouches. The DM chooses the items or determines them randomly. d100 Pouch 01-08 Roll of $2,000 09-15 Disguise Kit 16-22 Alchemist's supplies 23-30 Manacles 31-44 3 Poisoned Batarangs 16-22 Tinker's Tools 23-30 Forgery Kit 31-44 Antitoxin 45-51 Healer's Kit 52-59 Crime scene recorder 60-68 4 potions of healing 69-75 Tracking Device 76-83 Grappling Hook 84-90 Poisoner's Kit 91-96 Rebreather 97-00 Kryptonite Batman's Cowl Wondrous item, legendary (requires attunement) While wearing this cowl, you have advantage on Perception checks that rely on sight. In conditions of clear visability, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Additionally, you gain 60ft of darkvision, if you already have darkvision, it increases by 60ft. Superman's Cape Wondrous item, legendary (requires attunement) You gain a +3 bonus to AC and saving throws while wearing this cape. Additionally, you gain resistance to fire damage. Batman's Cloak Woundrous item, legendary (requires attunement) While wearing this cloak, you have advantage on Stealth Checks. You can grip the edges of the cloak with both hands to gain a Glide speed of 40ft. If you ever fail to grip the cloak's edges while flying in this way, you lose this glide speed. Starman by LucianoVecchio (DeviantArt) Cloak of Valacirya from Pathfinder 57 Magic Items
Book of Dark Faith ~ Crime Bible Wondrous item, legendary (requires attunement) The contents of this foul manuscript are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. Nature can't abide the book's presence. Plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. A creature must spend 80 hours reading and studying it to digest its contents and reap its benefits. Whenever a non-evil creature attunes to the Book, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. Adjusted Ability Scores. After spending the requisite amount of time studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. Your eyes might become glossy black, or horns might sprout from your forehead. Or you might lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Persuasion checks made to interact with evil creatures and Intimidation checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the Dominate Monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. Dark Lore. You can reference the Book of Dark Faith whenever you make an Intelligence check to recall information about an aspect of evil. When you do so, double your proficiency bonus on that check. Dark Speech. While you carry the Book of Dark Faith and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. Destroying the Book. A Book of Dark Faith allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. To destroy a Book of Dark Faith, a sacrificial ritual in which a sentient life must be taken, must be performed with the specific purpose of destroying the book. If the ritual is successful, it is destroyed for 1d100 years, after which it reforms in some dark corner of the world. Heart of Darkness Wondrous item, legendary Also known as the Black Diamond of Eclipso, the dark crystal was originally mined on Apokolips, bringing woe and misery to anyone who came into its possession. Within it resides the dark spirit of revenge, Eclipso. When a creature first touches the crystal, that creature must make a DC 20 Wisdom saving throw. On a failed save, the creature's alignment changes to chaotic evil and becomes a host for Eclipso, following his orders as if under the Dominate Monster spell. This effect ends when a creature is no longer carrying the crystal or the crystal is destroyed. The crystal has an AC of 5 and 50 hit points. It regains 5 hit points every 1 minute as long as it has at least 1 hit point. If the crystal drops to 0 hit points, it shatters and releases Eclipso into the world. The Book of Vile Darkness from Wizards of the Coast Crystal by Rachael Caringella 58 Magic Items
Artifacts Helmet of Fate & Cloak of Destiny Wondrous items, artifacts (requires attunement by a spellcaster) The Helmet turns the wielder into the hero known as Doctor Fate to fight against agents of chaos and destructive magic. Originally worn and belonging to Nabu the Wise, the wearer of this Cloak is tasked with protecting the world from evil, the Cloak is especially helpful as it is immune to fire, which allows Fate to face many demonic entities and foes. Properties of the Helmet. Your alignment changes to True Neutral. Nabu. Before you can become attuned to the artifact, the Lord of Order Nabu speaks to you telepathically upon first donning the helmet in which he inhabits. You must convince Nabu as to whether you are a worthy host for the Lord of Order. If you are deemed unworthy, you take 4d10 psychic damage and become unattuned to the Cloak of Destiny if you are currently attuned to it. You must wait at least 24 hours before you can attempt to attune with the artifact again. If you are deemed worthy, you gain the following benefits of attunement to the artifact, however, you must answer to the whims of Nabu as if under the Geas spell. Acting against Nabu's wishes can result in the loss of the artifact at any time. You gain 60ft of Truesight. Your Int score increases by 2, to a maximum of 24. Whenever you make a History or Arcana check related to magic, you are considered proficient in the History or Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Properties of the Cloak. Your alignment changes to True Neutral., and you gain the following benefits: When you first attune to this artifact, you feel compulsed to seek out and don the Helmet of Fate as if under the Geas spell. Once you complete this quest, you are no longer affected by this property. While donning the Cloak, you have advantage on saving throws against spells and other magical effects. While wearing the Cloak, you gain a flying speed of 30ft. Properties of the Helmet and Cloak. If you are attuned to both artifacts, you gain the following additional benefits: The artifacts share 8 charges and regain 1d4 + 3 expended charges daily at dawn. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Identify (1 charge), Misty Step (1 charge), Telekinesis (4 charges), Dominate Monster (5 charges), Word of Recall (4 charges) You can cast the Detect Magic spell at will without expending any spell slots. Any spell slot you expend to cast a wizard or warlock spell counts as a spell slot of 1 level higher. Destroying the Cloak & Helmet. Created by the Lord of Order Nabu, the artifacts can only be destroyed by a Lord of Chaos bathing them in powerful negative energy or casting a Wish spell on each artifact. Doctor Fate by Saifuddin Dayana Doctor Fate by Daxramires 59 Artifacts
Lasso of Truth Wondrous item, artifact (requires attunement) Created by the Olympian craftsman Hephaestus at the behest of Queen Hippolyte, its magical properties were boosted by the Goddess' Aphrodite and Athena: the lasso forces whoever is bound within it to obey the commands of the user. Properties. The Lasso has the following properties: Entanglement. This rope is 35ft long and weighs 3lbs. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 30ft of you. The target must succeed on a DC 18 Dex saving throw or become restrained. While restrained, the target makes a Cha saving throw. On a fail, a creature can't speak a deliberate lie while restrained. You know if each creature succeeds or fails its save. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of truth. You can release the creature by using a bonus action to speak the command word. A target restrained by the rope can use an action to make a DC 18 Str or Dex check (target’s choice). On a success, they break free of the entanglement. The rope has an AC of 22 and 50 hit points. It regains 5 hit points every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it loses its magical properties for 1d4 days before regaining them, but cannot outright be destroyed in this way. Destroying the Lasso. Given divine power by two divine beings, two deities must combine their power to cast a Wish or Disintigrate spell on the Lasso in order to destroy it. Trident of Poseidon Wonderous item, artifact (requires attunement) The artifact has command over storms and oceans, be it wind, rain or other aquatic effects. The Trident of Poseidon is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19-20, and deals an extra 2d10 piercing damage to any creature with an innate swimming speed. Properties. The Trident has the following properties: Spells. While wielding the Trident, you can use an action to cast one of the following spells from it (save DC 18): Call Lightning, Lightning Bolt, or Control Water. Once you use the Trident to cast one of these spells, you can't cast that spell using this feature again until the next dawn. Aquatic Command. While you carry the Trident, you can use an action to cast Dominate Beast from it (save DC 18) on a beast that has an innate swimming speed. Amphibious. While holding the Trident, you gain a swim speed of 60ft and the ability to breathe underwater. Godly Intervention. When you become attuned to this artifact, there is a 10% chance that you attract the attention of Poseidon, who sends an avatar to wrest the artifact from you. The avatar has the same alignment as Poseidon and the statistics of an Empyrean (see the Monster Manual). Once it obtains the artifact, the avatar vanishes. Destroying the Trident. While brought into being by Poseidon, it can only be destroyed by a deity of equal power using a Wish or Disintigrate spell. Wonder Woman cutout from Zazzle Aquaman by Devon Pan (ArtStation) 60 Artifacts