Medium Humanoid (Human), Lawful Good
Armor Class 19 scale armor
Hit Points 123 (4d12 + 50)
Speed 45 ft.
STR
18 (+4)
DEX
21 (+5)
CON
18 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +10, WIS +10
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft, Darkvision 120 ft, Truesight 120 ft, Passive Perception 15
Languages All but his voice is distorted but not of magic means.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Frightful Presence. Each creature of Batman's choice that is within 120 feet of Batman and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Batman's Frightful Presence for the next 24 hours.

Gas Mask. The Batman can breathe air and water by using a gas mask.

Master Martial Artist. Batman has perfected every form of hand-to-hand combat known and is one of the finest human combatants to exist.

Weapon Mastery. Through his training, Batman has become an expert on all types of weaponry. He is an exceptional swordsman and proficient with all melee weapons.

Expert Marksman. Batman is a highly skilled expert marksman and can use all ranged weaponry even against small, distant, moving or invisible targets.

Genius-Level Intellect. Batman's IQ is possibly well over 200; he is a brilliant, virtually peerless, detective, strategist, scientist, tactician, and commander; he is widely regarded as one of the keenest analytical minds. He gains advantage on Intelligence (History) checks.

Misleading Silhouette. While wearing his cape, Batman can use his reaction to impose disadvantage on an attack against a target other than him within 5 ft.

World's Greatest Detective. Batman can spend 1 minute observing a creature to learn it's resistances and vulnerabilities, as well as their highest and lowest stat. He can move at full speed while checking for traps, and can perfectly recall anything he has seen or heard within 24 hours. He always knows the direction of North, and can always find an informant when performing an investigation.

Legendary Resistance (3/Day). If Batman fails a saving throw, he can choose to succeed instead.

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.

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.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Bonus Actions

Grapple. Batman can use his grapple gun to grapple an inanimate object up to 50ft from him, either pulling it to him or pulling himself to it.

 Cunning Action. The Batman can use his bonus action to dash, disengage, hide, or use an object.

Reactions

Smoke Bomb. Batman when under attack can use his reaction to drop a smoke bomb covering the area in a 15ft radius around him and making any attack on him be made at disadvantage until the smoke is dispersed or fades at the start of his next turn.

Combat Counter. When Batman is the target of a weapon attack, he can reduce the damage of the attack by 1d10+5. If this reduces the damage of the attack to 0, Batman can counterattack by making a single Punch or throw a baterang at his attacker.

Legendary Actions

Batman can take 3 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 regains spent legendary actions at the start of its turn.

I am vengeance. Batman makes one attack.

I am the night. Batman heals 10 HP, +6 AC for a turn.

I am Batman (Costs 2 Actions). Batman summons the batmobile(HP:200, AC: 18) to battle and fires 4 magic missiles. After all missiles are fired, Batman performs the baterang attack to everyone in 60ft. Batman can move up half its walking speed rounded up.

Description

He was traumatized as a child do to his parents' lives been taken away by an average bandit and as he grew older, he swore vengeance on the criminal underworld. After years of traveling and training, he returns home to fight the superstitious and cowardly criminals that lurk.

Monster Tags: ArmorNPCHuman

Habitat: Urban

lucnat06

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