Showing posts with label 5e Supers. Show all posts
Showing posts with label 5e Supers. Show all posts

Sunday, April 20, 2025

The Most Vile Spider-Man Villain Ever...

 Based on the title of this post you might be expecting Green Goblin, Carnage, or even the Jackal. None of them compare to the despicable acts of the focus of this post.

Funny Bunny appeared in Spider Super Stories #9. This is the Electric Company tie-in series that gave us the original Spider-Woman, Val the Librarian. Funny Bunny only appeared in one issue and was taken out easily by Spidey when he hit her with a webbing net. The three panels below pretty much tell her whole story. She doesn't seem to have any powers. 


Code Name: Funny Bunny
Real Name: Unrevealed
Pronouns: She/Her
Team Affiliation: -

Medium Humanoid (Human), Neutral Evil

Armor Class: 13 (Costume + Dex)
HP:  11 (2d8+2)
Speed: 305
Challenge: 1/8 (25 XP)

Attributes: Str 10 (+0), Dexterity 14 (+2), Con 12 (+1), Int 11 (+0), Wis 9 (-1), Cha 12 (+1)
Saving Throws: Dex +5
Skills: Acrobatics +4, Sleight of Hand +4, Stealth +4
Sense: passive Perception 9
Languages: English

Actions
Unarmed: Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Thursday, March 27, 2025

V.I.G.I.L.

Comic books really like their organizations with acronyms. The anti-vigilante subplot of Daredevil: Born Again has reminded me of I remember as a kid. The Vigilante Infraction General Interdiction and Limitation or V.I.G.I.L., was an armed anti-vigilante task force created by the US government. Their primary target was Frank Castle, which basically made them the Punisher version of the Hulkbusters. Ironically, the group was manipulated and possibly founded by the Trust, a group that wanted to use methods beyond the scope of the law to take care of criminals. I mainly remember them being involved in the Punisher Suicide Run story arc. Frank is believed to be killed so a variety of unhinged killers try to claim the mantle of Punisher.

Haven't done any stats since my Kraven review and I've decided to go with my tavern/bar/inn idea for A-Z so I'm going to do npc stats for a normal V.I.G.I.L. agent. 

-------------------------------------------------

V.I.G.I.L. Agent

Medium Humanoid (Human), Any Lawful

Armor Class: 17 (V.I.G.I.L. Body Armor and Dex)
HP:  58 (9d8+18)
Speed: 30
Challenge: 3 (700 XP)

Attributes: Str 15 (+2), Dexterity 16 (+3), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Con +4
Skills: Athletics +4, Investigation +3, Perception +2
Tools: Land Vehicles, Explosives
Sense: passive Perception 12
Languages: English

Actions
Multiattack: The V.I.G.I.L. agent can make two attacks.
Baton: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+2) bludgeoning damage.
Revolver: Ranged Weapon Attack. +5 to hit, range 40/120 ft., Hit: 12(2d8+3) piercing damage. (can fire six shots before needing to be reloaded)
Semiautomatic Rifle: Ranged Weapon Attack. +5 to hit, range 90/270 ft., Hit: 21 (4d8+2) piercing damage. (30 round clip)

Tuesday, March 18, 2025

Kraven the Hunter (2024)

Synopsis 

Sergei Kravinov is the son of a ruthless crime boss. After nearly dying on a hunt and given a magic elixir, he gains superpowers that give him the abilities of nature's greatest predators. Years later he's become a vigilante of sorts. When his little brother is kidnapped, Kraven goes on the greatest hunt of his life.

Review

This one was delayed a few years and received universally negative critic reviews, so I went into it with low expectations. I also want to admit that Kraven is one of my favorite villains which could color my opinion. Okay so what did I think of this one? In my opinion Kraven is way better than Morbius or Madame Webb (which is an admittedly low bar), but isn't as good as the Venom trilogy (which I absolutely adore). I think it's comparable to a better than average pre-MCU Marvel flick. The action is solid (and brutal). The effects are fine (though Rhino does look silly). I love Aaron Taylor-Johnson. This is actually the third comic book character he's portrayed. I also really enjoyed Fred Hechinger's portrayal of Kraven's half-brother Dimitri. Russell Crowe was fine as their father Nikolai, but didn't do anything outstanding. Sadly Ariana DeBose's Calypso was underwhelming. She does save Kraven's life twice, but she wasn't the force of nature she should be. One other issue I had is that Kraven's identity being unknown until Rhino was tipped off is ridiculous. Facial recognition software would have ID'd him in a second. 

I appreciated the comic references in this one. Aside from Rhino, there's a lesser known Spidey villain in the mix. Kraven is being hunted by the Foreigner. Going to be real, I had to look him up because I'd never heard of him. He's a merc that was married to Silver Sable at one point. There are a few more comic connections. The Daily Bugle's website can be seen on a computer screen at one point. Also a mad scientist, while not shown, is the source of the superpowers of two characters. This scientist is Miles Warren, aka the Jackal. 

This is the last of the Sony "Spider-Man Without Spider-Man" franchise. I would have been cool with another Kraven movie and as I said I loved the Venom flicks, but I'm okay with it being done. 

In Your Game

While I'd say the comic version of Kraven is Lawful Evil, the movie version seems more Lawful Neutral to me. Yeah he's a killer, but he just kills really bad guys. 

Code Name: Kraven the Hunter
Real Name: Sergei Kravinoff
Pronouns: He/Him
Team Affiliation: -

Medium, Humanoid (Human), Lawful Neutral 

Armor Class:
 15 (Dex)
HP:  114 (12d8+60)
Speed: 50 ft.
Challenge: 5 (1,800 XP)

Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 12 (+1) Wis 20 (+5) Cha 10 (+0)

Saving Throws: Str+9, Wis+9 
Damage Resistance: Poison
Skills: Acrobatics +9, Athletics +9,  Perception +9, Stealth +9, Survival +9
Senses: Passive Perception: 19
Languages: Russian, English 

Keen Senses: Kraven has advantage on Wisdom (Perception) checks.
Second Wind: On his turn, as a bonus action, Kraven can draw on his stamina reserves to heal 1d10+12 hit points. He can't use this ability again until he takes a short or long rest. 

Actions
Multiattack: Kraven makes two spear attacks.
Spear: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5)  or 9 (1d8+5) piercing 
damage.
Spear: Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 8 (1d6+5) piercing 
damage.

Sunday, March 16, 2025

Die, Blanket of Death!

I wanted to share a cool 5e Supers post I found online. Odin Design statted out Dr. Strange’s cloak. He went with the logical choice of creating it as a sentient magic item with creature stats, as opposed to my creature stats that also include the option of being worn. 

You can get a pdf of the cloak at Odin Design’s Patreon. If you’d like to check out my version you can see it here.

Sunday, February 23, 2025

Hire A Henchman - White Trash Bad Girls

Appearing the the alternate future of the American Flagg! series, the scantily clad blondes serve as the henchwomen to a shapeshifting killer that runs a policlub called White Trash. The shapeshifter, who posed as an African-American man named Stagolee DeLyons (which I'm assuming is a nod to the legend of Stagger Lee). They are led by DeLyons main squeeze, Angel Hollywood, and are a group of cold hearted femme fatales. They are trained in gunplay and martial arts.

Code Name: -
Real Name: Various
Pronouns: She/Her
Team Affiliation: -

Medium, Humanoid (Human), Neutral Evil

Armor Class:
 13 (Dex)
HP:  26 (4d8+8)
Speed: 30 ft.
Challenge: 1 (400 XP)

Str 12 (+1) Dex 16 (+3) Con 15 (+2) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)

Saving Throws: Dex+5, Cha +5 
Skills: Intimidation +3, Perception +2, Stealth +5
Senses: Passive Perception: 12
Languages: English 

Nimble Striker: White Trash Bad Girls can use Dexterity instead of Strength for unarmed attacks.

Actions
Multiattack: White Trash Bad Girl makes two attacks.
Submachine Gun: Ranged Weapon Attack: +5 to hit, range 50/120 ft., one target. Hit: 9 (1d12+3) piercing damage.
Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning 
damage.

Monday, February 17, 2025

Captain America: Brave New World (2025)

Watched the new Cap movie Saturday with my kiddo. While there might be some minor details that weren't included in the trailers, there are no major spoilers here.

Synopsis

Sam Wilson has truly come in to his own as Captain America. He and his partner, Joaquin Torres, the new Falcon, find themselves drawn into political intrigue involving newly elected president, Thaddeus "Thunderbolt" Ross. 

Review

This flick is getting a lot of negative press online, but I really enjoyed it. Anthony Mackie does a great job of showing how Sam has grown into his new role. He still has doubts, but he's much more confident. He's not Steve Rogers, he doesn't have the super soldier serum. He does have some new tech to help even the playing field. Sam's Cap suit includes Vibranium. Danny Ramirez reprises his role  from The Falcon and the Winter Soldier, Joaquin Torres. Torres is the new Falcon. He brought of lot of heart and levity to the flick, which is overall a political thriller. Carly Lumbly returns as Isaiah Bradley, the "Black Captain America." He was my favorite part of the movie. His character is inspiring and tragic. Honestly there were a few of his scenes that left me heartbroken. Harrison Ford has taken over the role of Thunderbolt Ross since William Hurt's passing. I thought he did a good job. While flawed, this version of Ross seems like he's really trying to change. While I didn't feel as strongly as I did with Bradley, Ross has a few moments in the film that are emotional. We get a few new members of the MCU. The most important is Shira Haas as Ruth Bat-Seraph. In the comics Ruth is Sabra, mutant and agent of Israel. While the character is still Israeli, she works for President Ross and isn't an agent of her homeland. I personally think this was a good move. The final new addition to the MCU is Giancarlo Esposito as Sidewinder. Esposito is always fantastic and while I love the over the top costumes of the comic iteration of the Serpent Society, having them be an ultraviolet mercenary special ops teams makes perfect sense for the more grounded MCU.

The flick addresses a change to the world that took place in Celestials. The remains to Tiamut, dubbed Celestial Island, has become important in the global climate. Why? The reason is simple and exciting (especially if you're a fan of a certain feral short Canadian). A new element called Adamantium has been discovered. 

I've seen a complaint about the movie that it's just The Incredible Hulk 2. While the movie definitely has some call back, Brave New World is Cap movie, first and foremost. It's an entertaining mix of action, political intrigue, and heart. Is it as good as Winter Soldier? No, I personally think that's the best MCU movie. Brave New World is a solid superhero flick with heart though.

In Your Game

I love the character Isaiah Bradley. He originally appeared in the miniseries Truth: Red, White, and Black. In the 616 he's an underground legend among the African and African-American communities. He had visits from real life figures such as Malcom X, Richard Pryor, and Nelson Mandela. He was an honored at Storm and T'Challa's wedding. He's also the grandfather of the Elijah Bradley (the original Young Avenger's Patriot).

The MCU version first appeared in The Falcon and Winter Soldier. He's portrayed by Carl Lumbly. This isn't Lumbly's first foray into superheroics (having starred in the Fox series M.A.N.T.I.S. and as Martian Manhunter in Justice League/Justice League Unlimited). This is the version I'm going to stat out.



Code Name: Captain America
Real Name: Isaiah Bradley
Pronouns: He/Him
Team Affiliation: -

Medium, Humanoid (Human), Neutral Good

Armor Class:
 15 (Dex)
HP:  95 (10d8+50)
Speed: 30 ft.
Challenge: 4 (1,100 XP)

Str 20 (+5) Dex 20 (+5) Con 20 (+5) Int 13 (+1) Wis 17 (+3) Cha 12 (+1)

Saving Throws: Str+9, Con +9 
Skills: Athletics +9, History +5, Insight +6, Perception +7, Survival +7
Proficiencies: Demolitions, Vehicles (Land)
Senses: Passive Perception: 17
Languages: English 

No Soldier Gets Left Behind: The first time an ally within 30 ft fails a Death saving throw, they may reroll it. This ability can't be used again until Isaiah takes a short rest.
Second Wind: On his turn, as a bonus action, Isaiah can draw on his stamina reserves to heal 1d10+10 hit points. He can't use this ability again until he takes a short or long rest. 

Actions
Multiattack: Isaiah makes three attacks.
Unarmed: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning 
damage.

Sunday, February 9, 2025

Can't Have A Super Bowl Without SuperPro

Since Super Bowl LIX is tonight I decided to remind everyone that Marvel partnered with the NFL to make a superhero in the early 90's. Phil Grayfield was a football player who's career ended when he saved a child and received a knee injury. He became a sports reporter and while trying to stop some thieves that were attempting to steal from a sports fan he was interviewing he's doused in chemicals. He dons a football themed suit and becomes a superhero.

SuperPro only appeared in 13 issues (a Super Bowl Special and 12 issue main series). The serious is notoriously bad, but has developed a cult following because of that. Recently Grayfield has returned as a coach at Peter's high school in Your Friendly Neighborhood Spider-Man. Since the series takes place in an alternate version of the MCU, this version of Grayfield was never a superhero. 


I've done SuperPro stats for two different systems so if for some strange reason you'd want to add him to your game, you can.

Raging In The Streets

One of my favorite genres of video games is the classic sides-scrolling beat'em ups. While the TMNT ones hold a special place in my memories, the Streets of Rage franchise is my favorite. I spent many hours playing the second with my friend Chad growing up and the latest, Streets of Rage 4 is probably my favorite game in the genre.

The series takes place in the fictional city of Wood Oaks and centers around a group of vigilantes trying to take out corruption. In the first game former police officers Axel Stone, Blaze Fielding, and Adam Hunter team up to take out the forces of crime boss, Mr. X. In the second game Adam has been kidnapped and his little brother, Eddie "Skate" Hunter teams up with the other two protagonists of the first game and newcomer Max Thunder.  Axel, Blaze, and Skate team up with to stop a plot by Mr. X to take replace Wood Oak officials with realistic robots. The series went on hiatus for 20+ years until the 4th released. A new syndicate, led by the twins Mr. and Ms. Y have made a move to take over the city. This time Blaze and Axel are joined by Adam's daughter Cherry and Floyd Iraia, apprentice of Dr. Zans (a playable character in the third game). 

You can unlock Adam as a playable character by playing through the game. You can also unlock every character from the previous games (with their original pixel art, moves, and styles). Additionally there are a few DLC characters.

Below you'll find 5e stats for Adam and his daughter Cherry. 

Code Name: -
Real Name: Adam Hunter
Pronouns: He/Him
Team Affiliation: -

Medium, Humanoid (Human), Lawful Good

Armor Class:
 12 (Dex)
HP:  75 (10d8+30)
Speed: 30 ft.
Challenge: 3 (700 XP)

Str 16 (+3) Dex 14 (+2) Con 17 (+3) Int 12 (+1) Wis 16 (+3) Cha 15 (+2)

Saving Throws: Str+6, Con +6 
Skills: Athletics +6, Insight +6, Investigation +4, Perception +6
Senses: Passive Perception: 16
Languages: English 

Actions
Multiattack: Adam makes three unarmed attacks.
Howl Fang: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 +3) bludgeoning damage and must make a Strength saving throw (DC 14) or be knocked prone.
Unarmed: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) bludgeoning 
damage.

Code Name: -
Real Name: Cherry Hunter
Pronouns: She/Her
Team Affiliation: -

Medium, Humanoid (Human), Chaotic Good

Armor Class:
 14 (Dex)
HP:  52 (8d8+16)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 18 (+4)

Saving Throws: Dex+6, Cha +6 
Skills: Acrobatics +6, Performance +6, Stealth +6
Proficiencies: Guitar
Senses: Passive Perception: 12
Languages: English 

Actions
Multiattack: Cherry makes two unarmed attacks.
Unarmed: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 +2) bludgeoning damage.
Townsend Smash (Recharge 5-6): Cherry pulls out her guitar and slams it into the ground, knocking opponents away with sonic force. Each creature in a 15-foot cube originating from Cherry must make a Constitution saving throw (DC 14). On a failed save, the creature takes 4 (2d8) thunder damage and is pushed 10 feet away from Cherry. On a successful save, the creature takes half as much damage and isn't pushed. 

Friday, February 7, 2025

If Only These Bubbles Were Soundproof

Rocket was a character created for DC's Milestone imprint. She was the teen sidekick of alien superhero Icon. Like many characters of the Dakotaverse (as it would be later called), Icon was created by the late great Dwayne McDuffie. Also like the other characters of the setting, she was later merged into the mainline DC Universe.

While introduced into the Icon series as the titular character's sidekick, Rocket was really the protagonist of the series. Born into one of the most crime ridden areas of Dakota, she wanted to become a great writer, like Toni Morrison, but couldn't find the right inspiration. Her life was changed when she tried to break into the home of Augustus Freeman IV, the alter ego of Icon. After discovering his powers she convinced him to become a hero and would become his sidekick, gaining a belt that allowed her to manipulate inertia and kinetic energy. Not long after she started her superhero career, she learned that she was pregnant with her ex-boyfriend's child. 

Rocket is a very outspoken leftist character. This often brought her into conflict with those in power, including Icon. However, she managed to convince her partner to reevaluate his views.

My favorite story arc for Rocket took place during the Young Justice cartoon series. She worked through the fact she had a neurodivergent son. Interestingly enough it was her interactions with the New God Orion that facilitated this. 

Code Name: Rocket
Real Name: Raquel Ervin
Pronouns: She/Her
Team Affiliation: Young Justice, Justice League, Shadow Cabinet

Medium, Humanoid (Human), Chaotic Good

Armor Class:
 14 (Dex)
HP:  52 (8d8+16)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Saving Throws: Dex+6, Wis +4 
Skills: Acrobatics +6, Advanced Tech +4, Insight +4, Perception +4, Stealth +6
Damage Resistances: Bludgeoning, Piercing, and Slashing
Senses: Passive Perception: 14
Languages: English 

Actions
Multiattack: Rocket makes two attacks.
Kinetic Energy Blast: Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 11 (2d6+4) force damage.
Rocket Punch: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d4 +1) bludgeoning damage and 3 (1d6) force damage.

Reactions
Inertial Barrier: Rocket adds 3 to her AC against one attack that would hit her. To do so she must see the attacker.

Thursday, February 6, 2025

Slap Me Around And Call Me Susan

Blankman is a fun, if not flawed, superhero comedy from the 90's. You can read my review of it here. If you've never seen the movie and live in the states, you can stream it for free on PlutoTV here. You can see my updated 5e stats for the protagonists below. 

Code Name: Blankman
Real Name: Darryl Walker
Pronouns: He/Him
Team Affiliations: -

Medium Humanoid, Lawful Good

Armor Class: 14 (Costume)
Hit Points: 27 (6d8)
Speed: 30 ft.
Challenge: 1/2 (100 XP)

Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 20 (+5) Wis 12 (+1) Cha 12 (+1)

Saving Throws: Int +7
Skills: Advanced Tech +7, Investigation +7
Damage Resistance: Fire
Senses: passive Perception 11
Languages: English

Plunger Gun (costs 1 power point): This grappling allows Blankman fires a line line up to 60 feet veristically or horizontally. He moves at half speed (without requiring an Athletics skill roll) when doing so.
Rocket Boots (costs 1 power point)For one round Blankman's speed doubles.
Speculum of Life (costs 1 power point): The device gives advantage on skill checks to pry doors open.
Power Source ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )Blankman's homemade gadgets have a limited power supply. His power source generates 10 power points before needed to be recharged for eight hours.

Actions
Automatic Nunchucks (costs 1 power point): Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
The Boot (costs 1 power point): Ranged Attack. +2 to hit, range 20 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Stink Bombs (1/day): Blankman chooses a 20-foot-radius without 60 ft. That radius is filled with a  nauseating gas for 1 minute. Creatures that start their turn in the cloud must make a Constitution saving throw (DC 15). On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the could after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Super Slick Blank Goop (1/day): Blankman covers a 10-foot square within 20 feet and turns it into difficult terrain. Creatures trying to move into or through it must make a Dexterity saving throw (DC 15) or fall prone. Additionally a creature ending its turn in the 10-foot square must do the same.
Unarmed: Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Code Name: Other Guy
Real Name: Kevin Walker
Pronouns: He/Him
Team Affiliation: -

Medium Humanoid, Neutral Good

Armor Class: 12 (Dexterity) 
Hit Points: 39 (6d8+12)
Speed: 30 ft.
Challenge: 1/2 (100 XP)

Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 13 (+1) Cha 10 (+0)

Saving Throws: Con +4
Skills: Athletics +4, Insight +3, Perception +3, Stealth +4
Tools: Camera
Senses: passive Perception 13

Languages: English

Actions
Mutliattack: Other Guy makes three martial arts attacks
Martial Arts: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Reaction: 
Parry: Other Guy adds 3 to his AC against one melee attack that would hit it. To do so, Other Guy must see the attacker.

Wednesday, February 5, 2025

Don't Call Him Black Stone

Y'all know I love the Suicide Squad, so for today's post I wanted to do a character from that team. Pebbles has one of the most unfortunate codenames. Interestingly enough he hated his original code name even more. Instead of going into his backstory, I'll just share the panel that talks about him.

Pebbles only appears in the DC Black Label miniseries Suicide Squad: Get Joker. This is the same series that gave us Meow Meow (pictured above).

Code Name: Pebbles (chosen), Black Stone (military)
Real Name: Livingston
Pronouns: He/Him
Team Affiliation: Suicide Squad

Medium, Humanoid (Human), Neutral Evil

Armor Class:
 18 (Natural)
HP:  114 12d8+60)
Speed: 30 ft.
Challenge: 5 (1,800 XP)

Str 18 (+4) Dex 13 (+1) Con 20 (+5) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Saving Throws: Str +8, Con +9 
Skills: Athletics +8, Intimidation +4, Perception +6
Proficiencies: Land Vehicles
Senses: Passive Perception: 16
Languages: English 

Hard Skin: Pebbles ignores all damage from attacks and effects less that deal less than 10 damage. Weapons and effects that deal double damage to objects and structures ignore this trait.

Actions
Multiattack: Pebbles makes three unarmed attacks.
Unarmed: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Tuesday, February 4, 2025

Flight of the Bumblebee

While Nubia appeared three years earlier, DC's Bumblebee is often considered DC's first black superheroine. Her secret identity, Karen Beecher, was introduced 7 months prior to her taking up the mantle of Bumblebee. She's a scientist and dated Teen Titans member, Herald. She wanted to make him look good in front of the team so she created the Bumblebee identity and attacked the Titans. After escaping, she revealed her ruse to the Titans. Instead of being angry, the team was impressed and asked to join the team. Later Herald and Bumblebee got married, retired, and started working for S.T.A.R. Labs. 

Her powers were originally all based on her suit. Helping to prevent a crisis she and several heroes were trapped in a rift, which caused her to shrink to six inches tall. Later she would later be shrunken and her powers became innate.

To my knowledge, there has never been a live action version of Bumblebee. She has appeared in most Titans animated series and films though. I like Bumblebee. As a Titan and younger hero fan, I liked Bumblebee and Herald. I also like that, much like Dick Grayson there were allowed to grow up.

-----------------

Code Name: Bumblebee
Real Name: Karen Beecher-Duncan
Pronouns: She/Her
Team Affiliation: Teen Titans, Young Justice, Doom Patrol, Young Justice

Medium, Humanoid (Human), Lawful Good

Armor Class:
 16 (Armor)
HP: 52 (8d8+16)
Speed: 30 ft., fly 50 ft.
Challenge: 2 (450 XP)

Str 15 (+3) Dex 18 (+4) Con 14 (+2) Int 18 (+4) Wis 15 (+3) Cha 16 (+3)

Saving Throws: Dex +7, Int +7 
Skills: Advanced Tech +7, Insight +6, Parapsychology +7, Perception +6
Senses: Passive Perception: 16
Languages: English 

Actions
Multiattack: Bumblebee makes two bee sting attacks.
Adhesive Shot (Recharge 5-6):  Ranged Weapon Attack. +7 to hit, range 60 ft., one target. Hit: Target is restrained. Any creature can make a Strength (Athletics) check (DC 12) to end this condition. At the beginning of the restrained creature's turn they may make this check as a bonus action.
Bee Stings: Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6+4) lightning damage.
Unarmed: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Monday, February 3, 2025

Take A Stand

For today's Black History Month supers post I thought I'd update my Meteor Man stats and talk about his continued adventures in the 616 after the film.

Issue #1 quickly recaps the movie. Then we learned that a part of the meteor that powered Jeff is in Arizona. He and his friend Mike (Eddie Griffin's character from the movie) head the facility it's been held. Jeff uses what remains of his powers to get in and evade security. The pair have been followed by an ominous main with nefarious goals. While all that's happening two new villains, the high tech Malefactor and the occult themed Ghost Strike, take out some Guardsmen in Washington DC to capture Simon Kane, the movie's villain, is being experimented on by an evil corporation, Skyyventures Inc. The issue ends with Mike getting shot and Jeff reaching the meteor. 

In Issue #2 Jeff saves Mike and while the pair seek to get back to DC they are attacked by Malefactor and Ghost Strike. We are introduced to Armand Skyy, CEO of Skyyventures Inc., who sends a newly repowered Simon to take out Meteor Man. In the confrontation between Meteor Man and Simon, Jeff seemingly kills the villain.

At the beginning of Issue #3 Jeff has vowed to never be Meteor Man again. Peter Parker and MJ are in DC, as MJ is part of a Meteor Man movie. Armand Skyy has a clanedestine meeting with a man named Solomon Mingh, who's contracted him to get Meteor Man. Jeff deals with how gang violence has affected his neighborhood, but does use his powers again until it spills over into filming. Jeff stops the gang, the DC Players. He and Spidey team up and end up taking on Malefactor and Ghost Strike. After a heart to heart with Spider-Man who tells him his secret "with great power comes great responsibility." In the end he decides he and the community needs Meteor Man.

Issue #4 sees Night Thrasher of the New Warriors make his way to DC after fighting some DC Players in NYC. He is tracking down their leader Third Power aka Solomon Mingh. Jeff finds his personal life in shambles, but after his talk with Spidey finds his resolve to protect his community reignited. Of course Meteor Man and Night Thrasher have an initial misunderstanding but team up to take down the Players and their benefactor.  The issue ends with Third Power, who can make two even stronger copies of himself, fighting the pair of heroes.

A lot happens in Issue #5. Night Thrasher kills Third Power (Jeff says his heart is barely beating but later a portion of a newspaper implies Meteor Man killed him). Simon Kane reappears in Arizona. We learn that Armand Skyy isn't from Earth (which has been hinted at). Skyy then sends Malefactor, Ghost Strike, and two knew villains (Warhammer and Exocet), Exocet has some sort of flight powers and Warhammer is Thor without the lightning. He also might be a Neo-Nazi. He has a stylized H and eagle tattoo. It's not like any fascist tat I've seen, but it looks similar to one. Meteor Man takes out some of the villains but the issue ends with his shocking realization that Simon is alive and ready for a fight.

Even more happens in Issue #6... Simon and Meteor Man team up to take on Warhammer and Exocet. The pair then continue their conflict with one another. Meteor Man berates Simon for the way he's hurt his community and people and just as Simon seems repentant he's taken out by Armand Skyy. Meteor Man seemingly gives Skyy the power he wants, but his body can't handle it and he explodes. In the aftermath, the new CEO and Skyyventers Inc. and Meteor Man come up with a deal. He doesn't expose the shady companies previous dealings if they help pay for rebuilding his neighborhood and fund programs. In the end Jefferson vows to his community that he will always be their Meteor Man.

While Meteor Man has not made any appearances since the series ended, the Golden Lords appeared in Miles Morales: Spider-Man #5.

The Meteor Man miniseries was fun. It wasn't epic, but as a continuation of the movie and way to add Meteor Man to the 616 it's great.  There's some fun moments and references to the movie. In Issue #3 for example a Meteor Man movie is being filmed and the director talks about how he should have got Snipes, Denzel, or Townsend (the star of the film). There are a few jokes like this that made me chuckle. Some of the humor fell a flat though. In Issue #1 Mike gets hit in the back of the head and makes a Rodney King joke. Something that had me chuckling is that Meteor Man was constantly getting his costume blown off. This didn't happen to Robert Townsend in the film, but I'm guessing that had something to do with him not having the superheroic physique of his comic book counterpart. Like the film the story also deals with gang violence and community and handles those respectfully.

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Code Name: Meteor Man
Real Name: Jefferson "Jeff" Reed
Pronouns: He/Him
Team Affiliation:

Medium, Humanoid (Human), Lawful Good

Armor Class:
 16 (Natural)
HP: 135 (14d8+72)
Speed: 40 ft., fly 80 ft.
Challenge: 6 (2,300 XP)

Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 16 (+3) Wis 12 (+1) Cha 14 (+2)

Saving Throws: Str +9, Con +9 
Skills: History +7, Insight +5, Perception +5
Damage Resistances: bludgeoning, piercing, and slashing
Senses: X-Ray Vision 120 ft., Passive Perception: 15
Languages: English, Dog

Powerful Build: Meteor Man can carry/lift twice the weight of a normal creature his size. Additionally, he uses his strength score to make Intimidation rolls in place of charisma and he can wield heavy weapons with one hand.
Temporary Absorption: Meteor Man can tough a book and gains the knowledge and skills associated for five rounds. He gains proficiency in the skills and/or tools contained within.
Super Hearing: Meteor Man's proficiency bonus is double on Perception hearing checks (becoming +8). He also has advantage on hearing based Perception rolls.

Actions
Multiattack: Meteor Man can make three slam attacks.
Healing Touch (Recharge 5-6): Meteor Man can touch a target and heal them 5 (1d8+1) hit points.
Laser Vision: Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Super Breath: Meteor Man expels air the equivalent to a gust of wind. It is a line of strong wind 30 feet long and 10 feet wide. Each creature that in the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet away in the opposite direction.
Telekinesis: Meteor Man can attempt to move an object or person weighing up to 1000 lb. He can move the object 30 ft. If the object is being held or is an unwilling target, a DC 15 strength saving throw to resist.

Sunday, February 2, 2025

An Extreme X-Man (Who Wasn't In X-Treme X-Men)

Though I didn't like it as much as X-Men/X-Men 97, X-Men: Evolution was a fun animated series and reimagining of the franchise. One of my favorite characters was Spyke. Spyke, born Evan Daniels, was Storm's nephew and a native of NYC. He originally had the ability to fire spikes from his body (much like Marrow). He was recruited by his aunt when his powers manifested and was a X-Men until he lost the ability to control is powers. Soon after he joined the Morlocks. In his last appearance he had a permanent exoskeleton on his upper body and could ignite his spikes.

Spyke was a fun character. He was originally reluctant to be a hero, but grew as the series went on. He was also a skateboarder, which in 2000 meant he was the coolest. Strangely the only comic Spyke appeared in outside X-Men: Evolution was X-Babies Stars Reborn. In the main 616 continuity Storm has a cousin named David Munroe, that is loosely based on Spyke.

Did you watch X-Men: Evolution and if so did you like Spyke too?

Code Name: Spyke
Real Name: Evan Daniels
Pronouns: He/Him
Team Affiliation: X-Men, Brotherhood of Evil Mutants, Morlocks

Medium Humanoid (Human Mutant), Chaotic Good 

Armor Class: 18 (Armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 15 (+2) Dex 17 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 14 (+2)

Saving Throws: Str +9, Con +7
Skills: Acrobatics +5, Athletics +4
Senses: passive Perception 10
Languages: English

Ignite Spikes: Spyke can heat his spikes causing them to do an addition 2 (1d4) fire damage. 

Actions
Mutliattack: Spyke can make two attacks.
Spike: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Spike Nova (Recharge 6): Spikes fly from Spyke. Each creature within a 30 foot radius originating from him must make a Dexterity saving throw (DC 13). On a failed saving throw they take 16 (3d8+3) piercing damage. On a successful save they take half as much damage. 
Throw Spike:  Ranged Weapon Attack. +5 to hit, range 10/50 ft., one target. Hit: 7 (1d8+3) piercing damage.

Saturday, February 1, 2025

John Henry Was A Steel Drivin' Man

This morning I decided I wanted to stat out some African American supers characters in honor of Black History Month. Some of the posts will be new 5e stat blocks, whole others will be updates to some that I've already done. 

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John Henry Irons was one of the four new Supermen released during DC's Reign of the Supermen storyline post Death of Superman/Funeral For A Friend. John was a brilliant engineer buried in rubble during Doomsday's attack on Metropolis. With Superman dead, John used his strength and brilliance to build a suit of armor and fight the weapons dealers and criminals causing chaos in his neighborhood. After Superman returned he took on the name Steel (coined by Superman) and continued to be his ally. He's been a member of the Justice League and and briefly served on the Suicide Squad. Steel is a respected member of the superhero community. His niece, Natasha, has also taken up the mantle of Steel.

Steel has appeared in other DC media several times. Michael Dorn and Phil LeMarr voiced him in Superman: The Animated Series and Justice League Unlimited. In addition to several DC animated movies, he's been a supporting character in Young Justice and My Adventures with Superman. An alternate universe version of him appeared in Superman & Lois. His most notable live action appearance was in the Steel movie, starring Shaq. While the movie used elements of his background from the comics, he had no connections to Superman (other than a tattoo) and the flick just wasn't good.

Conner Kent was my favorite character to come from Reign of the Supermen, but Steel was a close second. I just think he is an interesting character. You can probably guess, but he was loosely based on and inspired by the folk tale of John Henry, the steel driving man. He also has a lot in common with Tony Stark. The obvious comparison is that they both use powered armor. Additionally John was a brilliant weapons engineer prior to becoming a hero. However, unlike Stark he became disgusted with the business without having a traumatic experience. I'd say one of the biggest differences is John is well liked by other heroes and Tony has a (deserved) reputation of being an arrogant bastard.

Code Name: Steel I
Real Name: John Henry Irons
Pronouns: He/Him
Team Affiliation: Superman Family, Suicide Squad, Justice League, Steelworks

Medium Humanoid (Human), Lawful Good 

Armor Class: 18 (Armor)
Hit Points: 90 (12d8+36)
Speed: 30 ft., fly 50 ft.
Challenge: 5 (1,800 XP)

Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 18 (+4) Wis 16 (+3) Cha 12 (+1)

Saving Throws: Str +9, Con +7
Skills: Advanced Tech +8, Athletics +9, Insight +7, Investigation +8
Senses: passive Perception 13
Languages: English

Actions
Mutliattack: Steel can make two attacks.
Kinetic Hammer: Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage, does double damage to objects and structures. 
or
Ranged Weapon Attack. +5 to hit,  range 60 ft., one target. Hit: 8 (2d6+1) bludgeoning damage, it deals an addition 3 (1d6) bludgeoning damage for every 10 ft. it flies, does double damage to objects and structures.
Pinning Shot:  Ranged Weapon Attack. +4 to hit, range 60 ft., one target. Hit: Target is restrained. Any creature can make a Strength (Athletics) check (DC 12) to end this condition. At the beginning of the restrained creature's turn they may make this check as a bonus action. 
Wrist-Mounted Rivet Gun:  Ranged Weapon Attack. +4 to hit, range 60 ft., one target. Hit: 7 (2d6) piercing damage, does double damage to objects and structures.
_____________________________
The Kinetic Hammer acts as a magic item, but is an advanced technological item (using the rules presented in Carbide City #2).

Kinetic Hammer
Weapon (Maul), legendary, require attunement

You gain a +1 to attack and damage rolls with this weapon. This maul can be thrown like a light hammer. It does double damage to objects and structures. It builds up a kinetic charge as it flies. For every 10 feet the hammer moves it deals it an extra 1d6 damage. You can stop the hammer mid-air by saying "STOP" letting it hover and have it return to your hand by saying "RETURN."

Saturday, January 25, 2025

Nothing Like Doing Good To Make You Feel Good!!

The My Hero Academia spinoff, Vigilantes, debuts in April. Set five years before the original, the story focuses on Koichi, a college freshman who wants to use his quick to help people, despite not being a licensed hero. He soon finds himself teaming up with the grizzled Knuckleduster and the street idol, Pop☆Step and acting as a vigilante in the Naruhata ward of Tokyo. The ragtag trio must deal rampant use of Trigger.

The trailer dropped a few days ago and I think it looks fantastic. I'm currently reading the manga and it's a been a fun story. I'm definitely excited to see it animated.

I wanted to do some game stats too, so here is Koichi at at the beginning of his vigilante journey. His quirk, Slide and Glide, allow him to slide over surfaces all long as he has three points of contact. He can slide up vertical surfaces and move quickly. However, if he goes faster than a bike he risks injuring himself or those around him due to lack of training. His hero costume consists of one of his many collectable All-Might hoodies and a medical mask. He is initially known as Mr. Nice Guy by the locals, though he decides to start calling himself The Crawler soon after becoming a student of Knuckleduster.

Code Name: Mr. Nice Guy/ The Crawler
Real Name: Koichi Haimawari
Pronouns: He/Him
Team Affiliation: Naruhata Vigilantes

Medium Humanoid, Neutral Good 

Armor Class: 14 (Dex)
Hit Points: 26 (4d8+8)
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 14 (+2) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)

Saving Throws: Dex +6, Wis +4
Skills: Acrobatics +6, Investigation +3, Parapsychology +3, Perception +4
Senses: passive Perception 14
Languages: Japanese

Unique Traits
Blurry: The Crawler doesn't provoke opportunity attacks from movement.
Nimble Striker: The Crawler can use his Dexterity instead of Strength on unarmed strikes.
Slide and Glide: As long as the Crawler has at least three limbs in contact with a surface his movement increases to 120 ft. He can move backwards and up vertical surfaces while using slide and glide. However, if he doesn't have three limbs in contact while moving up a vertical surface he falls prone.
Untrained: If the Crawler moves more than 60 ft. in a round he must make a Dexterity (Acrobatics) check DC 15. If he fails this safe he crashes into something, taking 1d6 bludgeoning damage for every 10 feet more than 60 feet he moved and becomes prone.

Actions
Mutliattack: The Crawler can make two unarmed attacks.
Unarmed: Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Wednesday, January 22, 2025

She's A Real Stunner

It's been a while since I've statted up an obscure comic villain, so here's 5e stats for a Spidey villain from the 90's Clone Saga era. She was brought back for a story in 2013 and is still technically around and kicking in 2025.

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Angelina Brancale was an overweight video clerk who suffered from depression. She was recruited by Carolyn Trainer (Doctor Octopus II) to work for the original Doctor Octopus. Angelina immediately fell for Doc Ock and allowed herself to test his virtual reality tech.  This tech allowed her to create a new body that she could cause to materialize and send her consciousness to. Because of the unstable nature of the program this body would sometimes dematerialize at inopportune moments or when exposed to too much force.

Her new form, donned Stunner, was a 7 ft amazon beauty with super strength and durability. She served Ock faithfully and sought to resurrect her love when he was killed by the Spider-clone, Kaine. In the aftermath of that incident her physical body went into a coma.

When she woke from the coma, she learned that her love was dead and believed he'd been killed by Spider-Man. Unknown to her, Otto, was actually inhabiting Peter Parker's body at the time and was Spider-Man. Spider-Man created a virtual version of Otto to make her think he was still alive. Unfortunately this Otto told her that while he will always care for her, he found a new love.

-------------------

Angelina is a Commoner (basic 5e) or Average Citizen (Carbide City), though I'd increase her Int a bit. The stats below are for her Stunner form.

Code Name: Stunner
Real Name: Angelina Brancale
Pronouns: She/Her
Team Affiliation: -

Medium Construct, Chaotic Neutral 

Armor Class: 14 (Dex)
Hit Points: 73 (7d8+42)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 22 (+6) Dex 18 (+4) Con 22 (+6) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)

Saving Throws: Str +8
Skills: Athletics +8, Intimidation +5
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: passive Perception 10
Languages: English

Unique Traits
Dematerialize: When Stunner is reduced to 0 hit points, she dematerializes. Angelina must wait 24 hours until she can recreate her.
Unstable Tech: When Stunner takes damage from a Critical Hit she must make a Constitution saving throw (DC 14) or dematerialize.

Actions
Mutliattack: Stunner can make two slam attacks.
Slam: Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 9 (2d6+6) bludgeoning damage.

Tuesday, January 14, 2025

The 5e Vigilante City Kickstarter Is Live!

 The 5e Vigilante City for 5e Kickstarter launched earlier today. With this project, Bloat Games is taking the street level vigilante spirit of the SURVIVE THIS!! Vigilante City and rebuilding it from the ground up for 5e (both the original and 2024/2025 version). Now I know some folks think, 5e doesn't need to be everything, and I agree with that. However, there are a lot of us that really love 5e and a system and are totally down for this. The plethora of 5e supers content I've created shows this. The content is going to be released in two hardcover books, one for players and one for GM's.

Like the original game, classes will be divided into two groups: Human and MegaHuman. The human classes will be Archer, Athlete, Crime Fighter, Dark Avenger, Gadgeteer, Martial Artist, Mercenary, Protégé, and True Vigilante. The MegaHuman classes are Anthropomorph, Borg, Mutant, Mystic, Powered Armor, Psion, Speedster, and Super Soldier. Additional content will include, but won't be limited to, rules for super drugs, background/origins. new weapons/equipment/gadgets. and vehicle combat. GM's will be given tons of advice and tools, including adventure seeds, npcs, hooks, an optional setting.

This is going to be an awesome game and you should definitely check it out.

Friday, January 10, 2025

The Lassos of Fate

I really enjoy ComicPop on YouTube. Their Back Issues series is a lot of fun. It's just friends sitting on a couch talking about graphic novels and comic book storylines. Normally there are three folks on the couch, though sometimes there are four. Two of the individuals are serious comic book fans and the other two are casual ones. I've enjoyed their videos and watched a few Wonder Women-centric ones recently. That inspired by to stat out Wonder Woman's Lasso of Truth. To do that I had to give stats for a basic lasso. My rules for them were inspired by a few different versions I've seen online. I also learned that the most recent run of Wonder Woman has changed some of her lore and now the Lasso of Truth is one of three Lassos of Fate. The second lasso is the Lasso of Lies and was wielded by the king of America. The third has yet to be revealed.

Lasso
Martial Ranged Weapon 

Lasso is a unique weapon that does no damage had is ranged (10/30). On a hit a creature (size large or smaller) becomes restrained as long as you hold the lasso. On it's turn, a restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics)check to free itself.  The creature chooses the ability to use.

While a creature is restrained you can use an action to attempt to pull creature closer to you. You make a Strength (Athletics) check contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check. The creature chooses the ability to use. If the creature fails the check you can pull it towards you (up to a distance equal to your Strength ability modifier X 5).

Doing 5 slashing damage to a lasso frees a creature being restrained by it and destroys the lass.

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The Lasso of Truth

Weapon (lasso), unique, require attunement

This glowing golden lasso is one of the three Lassos of Fate, which was refurbished by Haephestus and wielded Wonder Woman's aunt, Antiope. The wielder has +3 to attack with this weapon. Unlike a normal lasso, it cannot be destroyed by attacking it. 

Empowered by the fires of Hestia, it forces anyone held by or touching it to tell the absolute truth. A creature touching the Lasso that is asked a question must make a DC 20 Charisma saving throw, or answer the question fully and truthfully. If they succeed the saving they may say nothing, but they still cannot lie. A creature that succeeds the saving throw cannot be compelled to answer questions for 24 hours.  

Because they are "made of lies" bound by the Lasso take 14 (4d6) radiant damage at the start of their turns.

If the wilder of the Lasso tells a lying knowingly, they are immediately unattuned to the weapon.

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The Lasso of Lies

Weapon (lasso), unique, require attunement

This otherworldly tether is one of the three Lassos of Fate, which was refurbished by Haephestus and wielded wielded by the secret king of America, the Sovereign. The wielder has +3 to attack with this weapon. Unlike a normal lasso, it cannot be destroyed by attacking it
Empowered by the fires of Hestia, it forces anyone held by or touching it to tell the absolute truth. Any creature restrained by Lasso must make a DC 20 Charisma saving throw or believe anything spoken by the leader, even if goes against their recollections or insight. A creature that succeeds the saving throw cannot be compelled by the Lasso for another 24 hours.  

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There is a third unknown lasso.

Thursday, January 2, 2025

Plants Do All This Shit For Her Lazy Ass

Voiced by BJ Smoove, Frank the Plant is a supporting character in Max's Harley Quinn series (and an episode of it's spinoff Kite Man, Hell Yeah!). He was created by Poison Ivy and is a pretty good businessman. If you want to add an intelligent Venus fly-trap to your game, here you go.

Code Name: -
Real Name: Frank
Pronouns: He/Him
Team Affiliation: Harley's Crew

Medium Plant, Neutral Evil 

Armor Class: 13 (Natural Armor)
Hit Points: 65 (10d8+20)
Speed: 20 ft.
Challenge: 2 (450 XP)

Str 14 (+2) Dex 10 (+0) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Saving Throws: Con +4
Skills: Athletics +4, Deception +4, Perception +3
Senses: passive Perception 13
Languages: English

Unique Traits
False Appearance: While remaining motionless, Frank is indistinguishable from a normal plant.

Actions
Mutliattack: Frank can make two tendril and one bite attacks.
Bite: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.
Tendril: Melee Weapon Attack. +4 to hit, reach 10 ft., one target. Hit: The target is grappled (escape DC 12). Until the grapple ends, the target is restrained. The plant can't use the same tendril.