This is all I could think of when I first saw this:
Where is your God now?
Now that I have that out of my system, I'm going to stat it, because of course I am.
Super Wonder Bat
Large Humanoid (Kryptionian, Human, Amazon), Chaotic Neutral
Armor Class: 18 (Natural)
Hit Points: 200
Speed: 40 ft., Fly 80 ft.
Challenge: 15
STR: 24 (+7), DEX: 20 (+5), CON: 24 (+7),
INT: 8 (-1), WIS: 8 (-1), CHA: 9 (-1)
Saving Throws: Con+10
Skills: Athletics +12, Stealth +10
Damage Vulnerability: Kryptonite
Senses: Passive Perception: 12
Languages: English, Kryptonian, Greek
Unique Traits
Kryptonian Resilience: Super Wonder Bat ignores all damage from non-magical sources that deal less than 20 HP of damage.
Kryptonite Weakness: Super Wonder Bat loses 5 HP at the start of their turn if they are within 10 ft. of Kyptronite, unless they are shielded by lead or similar material. Additionally at the beginning of each of their turn, they must make a DC 15 Con check or gain a level of Exhaustion.
X-Ray Vision: Super Wonder Bat can see through matter, the vision has a radius of 30 ft. Solid objects within the radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of dirt. Thicker substances block the vision, as does a thin sheet of lead.
Legendary Resistance (3/Day): If Super Wonder Bat fails a saving throw, they can choose to succeed instead.
Amazonian Lore: Super Wonder Bat has advantage on all History and Religion checks related to ancient Greece.
Arcane Resistance: Super Wonder Bat has advantage on Saving Throws incurred from magical effects.
Bondage Weakness: If bound by a man, Super Wonder Bat gains the incapacitated trait, though they can still speak.
Actions:
Multiattack: Super Wonder Bat can make three slam attacks.
Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Heat Vision: Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.
Super Breath(Recharges on a 5 or 6): Super Wonder Bat lets loose a mighty breath. All creatures in a 15 ft. radius must make a DC 18 Dexterity saving throw, taking 14 (2d6+7) bludgeoning damage on a failed save or half as much damage on a successful save. No matter the result of the saving throw, all affected creatures are pushed back 20 ft.
Legendary Actions (1 per round):
Slam: Super Wonder Bat makes a slam attack.
Move: Super Wonder Bat moves up to their move speed.
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