Medium Humanoid (Human)
Armor Class 20
Hit Points 220 (12d20)
Speed 30 ft., Walk 45 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
30 (+10)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +11, DEX +11, CON +11, INT +16, WIS +11, CHA +11
Damage Resistances Bludgeoning, Piercing
Condition Immunities Blinded, Charmed, Petrified
Senses Blindsight, Passive Perception 21
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Alertness: Batman gains a +5 to initiative rolls and cannot be surprised.

Combat Reflexes: At the start of an opponent’s turn, Batman regains all of his reactions.

Evasion: Batman suffers no effect when he passes a dexterity saving throw, and takes only half damage when he fails.

Intimidating Aura: Anyone who starts their turn within 100 ft of Batman (even if they are not aware of his presence) must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. Batman can choose to exclude creatures from this effect.

Wonderful Toys (1/long rest): After a short rest, Batman may acquire any item that has a GP cost. He may instead acquire an item that can cast any 5th level spell. The item can cast the spell up to 3 times, but it must be the same spell each time. These spells are not considered magical, cannot be dispelled or counter spelled, and do not detect as magic.

Because I’m Batman: When asked for an explanation of how Batman accomplished something, he can respond with “Because I’m Batman”. This answer is considered truthful.

Tracker: The first time Batman successfully attacks a creature in melee, the target makes a Wisdom (Perception) check vs Batman's Dexterity (Sleight of Hand) check. If the target fails, a tiny object is placed on them. As long as the tracker is on the same plane, Batman knows its location.

Master of Skill: When Batman makes an ability check, if the die result is 9 or less, treat the result as a 10. Batman may perform Dexterity (Stealth) and Intelligence (Investigation) checks as a bonus action.

Two Steps Ahead (1/short rest): At the start of his turn, if Batman is unable to use actions, he may use the Contingent Trap action. He may immediately make a new saving throw against any condition affecting him that allows saves.

Versatile Arsenal: When dealing slashing, piercing, or bludgeoning damage, Batman can substitute the damage type for fire, cold, acid, lightning, thunder, or poison.

Ninja Arts: Batman adds his wisdom modifier to his attack and damage, and his base damage is a d10 (noted in his statblock). If he has advantage on the attack, any maneuver’s saving throw is made at disadvantage.

Tactics: Whenever Batman hits with an attack, he may add one of the following conditions to the attack. All saving throws are DC 18 and noted in parenthesis. The condition lasts for 1 minute unless noted, and the target may make a new saving throw at the end of each of their turns to end the condition.

  • Blinded and Deafened (Constitution)
  • Grappled and Restrained (Dexterity)
  • Stunned (Constitution)
  • Poisoned (Constitution)
  • Prone and/or Knocked back 20 ft (Strength) – Instantaneous, no duration.

Dark Knight Rises: If Batman spends 1 week researching a target (or an adventuring party), he may uses his Epic Traits against that target or party. See The Dark Knight for details.

Actions

Multiattack: Batman makes 2 attacks: Any combination of Punch, Baterang, or Utility Belt

Punch: Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage.

Baterang: Ranged Weapon Attack: +16 to hit, range 60 ft., one target. Hit 15 (1d10 + 10) piercing damage.

Utility Belt: Batman may produce and immediately use any tool or piece of Adventuring Gear.

Contingent Trap: Batman chooses a 10 ft radius area within 100 ft. Batman does not need line of sight or line of effect to target this area. All creatures within this area are subject to one of Batman’s tactics. See Tactics for more information.

Bonus Actions

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Reactions

Absolute Evasion: Batman can turn one successful attack against him into a miss.

Legendary Actions

Batman can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Batman can use any unspent legendary actions at the end of each round and he regains spent legendary actions at the start of his turn.

Martial Arts: Batman makes a Punch, Baterang, or Utility Belt action.
Slippery: Batman may attempt to escape a grapple. He moves his speed without provoking an Opportunity Attack.
Vanish: Batman can take the Hide action.


The Dark Knight (Epic Traits)
Against a target that Batman has used his Dark Knight Rises ability against, he gains the following traits. When using these traits, Batman is considered a CR 26 creature.

  • Foresight: Batman’s attacks and saving throws against the target have advantage. The target has disadvantage on attacks against Batman.
  • Know thy Foe: Batman has complete knowledge of the creature’s statistics, including what spells they currently have prepared.
  • Exploit Weakness: The target is considered to have vulnerability to Batman’s attacks (aka double damage). If the target has any noted vulnerability or weakness, when fighting Batman, it is considered to be experiencing that vulnerability or weakness. When the target makes a saving throw, it must use its lowest save.
  • Heightened Reflexes: Batman gains an extra reaction.
  • Knockout: If a target fails a second saving throw against one of Batman’s maneuvers, they become unconscious if Batman wishes.

 

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

The Batcave.

Hatastic33

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