Friday, May 24, 2024

Man-Bat Commandos

I'm still working on the Toxic Protector Vigilante City class and Outstanding Oddibeasts, but I wanted some new gaming content to share. I've decided to stat some DC Comics based minions that would easily work in any D&D game. The League of Assassins has a group of trained ninjas that were given the Man-Bat serum and used as commandos. Amanda Waller had several lobotomized and controlled to use as support for Task Force X.

Man-Bat Commando 
Medium Humanoid, Lawful Evil

Armor Class: 14 (Dex)
Hit Points:  14 (8d8+8)
Speed: 30 ft., Fly 60 ft.
Challenge: 2 (450 XP)

Str 14 (+2) Dex 18 (+4) Con 13 (+1) Int 10 (+0) Wis 14 (+1) Cha 8 (-1)

Saving Throws: Dex +6
Skills: Perception +4, Stealth +6
Damage Vulnerability: Thunder
Senses: Blindsight 60 ft., passive Perception 14
Languages: Bat, Understand Native Tongue, but can't speak it

Trait
Echolocation: The Man-Bat Commando cannot use blindsight if it is deafened.
Keen Hearing: The Man-Bat Commando has advantage on Wisdom (Perception) checks that rely on hearing.

Actions
Multiattack: The Man-Bat Commando makes a bite attack and a claw or katana attack.
Bite: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Claw: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Katana: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; versatile (1d10).
Shuriken: Ranged Weapon Attack. +6  to hit, range 30/60 ft, one target. Hit: 5 (1d4+2) piercing damage.

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