Medium Humanoid (Human), Lawful Neutral
Armor Class 22 (Batsuit)
Hit Points 358 (30d10 + 100)
Speed 30 ft.
STR
16 (+3)
DEX
30 (+10)
CON
16 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws STR +9, DEX +16, INT +11, WIS +11
Skills Acrobatics +25, Deception +3, Perception +3, Stealth +25
Damage Resistances Bludgeoning and Piercing from nonmagical attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Passive Perception 20
Languages Thieves' cant plus any two languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Takedown. During its first turn, the Batman has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Batman scores against a surprised creature is a critical hit.

Evasion. If the Batman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Batman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

 

Actions

Multiattack. The Batman makes 4 Punch attacks, 3 Batarang attacks, or a grapple and punch attack

Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 11) bludgeoning damage.

Batarang. Ranged Weapon Attack: +4 to hit, range 150 ft., one target. Hit: 7 (2d8 + 3) piercing damage.

Grapple. Batman shoots a grappling hook to a target up to 60 ft away, if the target is medium sized or smaller, he can use his grapple to drag the target up to 20 ft towards him or launch himself 60ft towards the target, The target is grapples until they succeed a DC 18 Strength saving throw.

Finisher. When Batman is within 5 ft of a grappled, incapacitated, or restrained enemy who is Below 50hp, The target makes a DC 19 Con saving throw or is knock unconscious 

Reactions

Disarm. if Batman is a target of a ranged attack, he can throw a Batarang to attempt to disarm the target. He rolls an attack using his Batarang ability in order to do so, if the attack roll is higher than the ranged attack roll, the attacker’s weapon is flung up to 20ft away from them

Counter. If Batman is the target of melee attack within 5 ft, he can make an attack roll with a +6, if Batman’s attack roll is higher than the person attacking him, the attacker’s attack is wasted and Batman makes a Punch attack on them

Legendary Actions

Cloak. If Batman is in a enviroment with dim light or darker, he can roll a stealth check to camouflage himself and become invisible to the naked eye, in order to see Batman, you must make a perception check higher than his dexterity roll.

Mythic Actions

The Batman gets 2 Mythic actions per turn

Smokescreen. Batman deploys a 70 ft smoke screen, blinding everyone but Batman, everyone but Batman in the smoke screen also must make a DC 16 Con saving throw or take 1d6 poison damage each turn. The smoke screen lasts 1d10 + 3 turns or until a strong breeze blows it away.

Explosive Batarang. The next Batarang Batman throws deals an extra 2d8 Fire damage and hits everyone in a 10 ft radius around the target

Bat Swarm. Batman summons a 10ft swarm of bats to attack his enemies, he can use this twice per fight, while in the bat swarm, are blinded and must make a DC 19 Dex or Con saving throw or take 2d6 Slashing damage and skip their turn.

Description

Batman is a vigilante who is trained in stealth and non-lethal takedowns in order to protect his city against the criminals who scour its streets.

Monster Tags: NPC

Habitat: Urban

Paladin_Comet

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