Monday, April 8, 2024

G is for General Zod

General Zod has a long history in various DC stories, but I'm going to focus on his time in the Suicide Squad. He first encounter with the team is Suicide Squad #2. The team found him and brought him back to Waller, though not before he vaporized Captain Boomerang with his heat vision. He was coerced into serving on the Suicide Squad when Waller played a Kryptonite bomb in his head. He begrudgingly served on Task Force X until he brutally cut the bomb from his head using his heat vision and a mirror in issue #17.



Codename: General Zodd
Real Name: Dru Zod 
Team Affiliation: Kryptonian Military Guard, Superman Revenge Squad, Suicide Squad
 
Medium Humanoid (Kryptonian), Lawful Evil

Armor Class: 18 (Natural)
HP: 178 (17d8+102)
Speed: 40 ft., fly 80 ft.
Challenge: 15 (13,000)

Str: 26 (+8) Dex 20 (+5) Con 24 (+6) Int 16 (+3) Wis 16 (+3) Cha 16 (+3)

Saving Throws: Str +14, Con +11 
Skills: Athletics + 14, History +8, Intimidation +8, Perception +8
Damage Vulnerability: Kryptonite
Senses: Passive Perception: 18
Languages: English, Kryptonian

Unique Traits:
Powerful Build: Zod can carry/lift twice the weight of a normal creature his size. Additionally, he can wield heavy weapons with one hand.

Kryptonian Resistance: When a non-magical source deals less than 20 damage to Zod he ignores all the damage. 

Kryptonite Weakness: Zod takes loses 5 HP at the start of his turn if he is within 10 ft. of Kyptronite, unless he is shielded by lead or similar material. Additionally at the beginning of each of his turns he must make a DC 15 Con check or gain a level of Exhaustion.

Siege Monster: Zod deals double damage to objects and structures.

X-Ray Vision: Zod 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 Zod fails a saving throw, he can choose to succeed instead.

Red Sun: When under the rays of a Red Sun, Zods's physical stats change to 10's, his max HP changes to 50, his AC changes to 10, and he  loses all traits, except Kryptonite Weakness

Actions:
Multiattack: Zod can make three slam attacks.

Slam: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 8) bludgeoning damage.

Heat Vision: Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 16 (2d10+5) radiant damage.

Super Breath(Recharges on a 5 or 6): Zod lets loose a mighty breath. All creatures in a 15 ft. radius must make a DC 18 Dexterity saving throw, taking 11 (2d6+4) 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 (2 per round): 
Slam: Zod makes a slam attack.
Move: Zod moves up to his move speed.

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