Tuesday, April 16, 2024

N is for Nemesis

Nemesis is a non-powered vigilante who was recruited into government agent. A master of espionage and disguise, Nemesis worked for various government organizations, including two ran by Amanda Waller (the Suicide Squad and Shadow Hunters). He was one of the good guys in the original Ostrander run. He was a moral voice on a team full of criminals. This also caused him to spend some time in  a Soviet Russian prison, before being freed after a debacle involving the Squad and the Justice League International. 

Code Name: Nemesis
Real Name: Thomas Andrew Tressler
Team Affiliations: Task Force X, Shadow Hunters, Department of Metahuman Affairs, Justice League, Global Peace Agency

Medium Humanoid, Neutral Good 

Armor Class: 15 (Costume, Dex)
Hit Points: 65 (10d8+20)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 15 (+2) Dex 16 (+3) Con 14 (+2) Int 16 (+3) Wis 15 (+2) Cha 17 (+3)

Saving Throws: Cha +5, Wis +4
Skills: Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +5
Tool Proficiency: Disguise Kit
Senses: passive Perception 14
Languages: English, Russian

Trait
Cunning Action: On each of his turns, Nemesis can use a bonus action to take the Dash, Engage, or Hide action.
Nemesis Mask System: Nemesis can apply a disguise kit in one minute rather than ten. He can remove a disguise as a bonus action. These disguises are extremely high quality and he has Advantage on Charisma (Deception) checks to maintain his cover. 

Actions
Multiattack: Nemesis can make two unarmed or  pistol attacks.
Unarmed: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Pistol: Ranged Weapon Attack. +4 to hit, range 50/150 ft., one target, Hit: 10 (2d6+3) piercing damage. (15 round clip).

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