Bizarro

Bizarro is a fictional character, a doppelgänger of DC Comics Superman. Created by writer Otto Binder and artist George Papp, he first appeared in Superboy #68 (October 1958).
Due to a somewhat disjointed continuity, several versions of Bizarro have appeared in DC comic books, all of them inversions of Superman with gray or chalk-white skin, a twisted sense of logic and a resultant speech pattern (“Me am going to kill you” would mean “I will save you” in Bizarro speech). Due to his imperfections, Bizarro is frequently a foe of Superman, but sometimes finds himself in the role of hero (In this case, an anti-hero).
The original Bizarro was created when Superman was exposed to a “duplicate ray.” In accordance with the outlandish science fiction concepts of Superman stories of the era, Bizarro relocated to “the Bizarro world,” a square planet called Htrae which operated under “Bizarro logic” (it was a crime to do anything good or right) and which Bizarro populated with inverted versions of Superman’s supporting cast and other DC heroes.
The 1986 event Crisis on Infinite Earths rewrote DC’s continuity, eliminating Htrae. Since then, two Bizarro characters have appeared, one of them a flawed clone created by Lex Luthor. The second, longer lasting Bizarro, was an idea of the Batman villain the Joker, brought to life by the cosmic trickster Mister Mxyzptlk.
Although some fans find him irritating, Bizarro has been a consistent enemy of Superman since his first appearance. Faithful adaptations of Bizarro appeared in the animated series Super Friends and series in the subsequent DC animated universe. Also, doppelgängers of Superman with some attributes of Bizarro appeared in live action adaptations.
Bizarro and the Bizarro World have become somewhat well-known in popular culture and the term Bizarro is used as to describe anything that utilizes twisted logic or that is the opposite of something else.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Bizarro | |
Medium Aberration (Evil, Chaotic) | |
Wounds | 180 WP, 787 VP (25d10+625) |
Initiative | +15 |
Speed | 450 ft; fly 1350 ft. (perfect) |
AC | 38 (+1 Dexterity, +12 natural, +15 speed) touch 26, flat footed 22 |
Base Attack/Grapple | +18/+67 |
Attack | Slam +63 melee (6d6 + 48 /19-20) |
Full Attack | 2 slams +63 melee (6d6 + 48 /19-20) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Freeze vision, heat breath |
Special Qualities | Damage reduction 50/magic, energy resistance (acid, cold, disintegration) 100, energy resistance (force, sonic) 20, immunity to fire and radiation, Kryptonite vulnerability, super senses, super speed level 15, super strength |
Saves | Fort +39, Ref +30, Will +15 |
Abilities | Strength 65, Dexterity 12, Constitution 60, Intelligence 4, Wisdom 12, Charisma 7 |
Skills | Intimidate +31, Jump +195, Listen +34, Spot +34 |
Feats | Cleave, Fly-by Attack, Improved Bull Rush, Improved Critical (slam), Improved Toughness, Power Attack, Weapon Focus (slam) |
Epic Feats | Epic Toughness,Epic Weapon Focus (slam) |
Climate/Terrain | Htrae |
Organization | Solitary (unique) or with Society of Super Villains |
Challenge Rating | 40 |
Treasure | None |
Alignment | Chaotic Evil |
Freeze Vision (Ex)
Once per round, as a standard action, Bizarro may fire a blast of extreme cold from his eyes. This deals 10d6 points of cold damage and requires a ranged touch attack to connect. Bizarro may hit any creature he can see with the attack, there is no maximum range.
By using this power as an intense action, Bizarro may increase the damage to 20d6 per round in a 50 foot line (DC 47 half), but he is considered flat-footed until his next turn. Any creature so struck must make a Fortitude save (DC 47) or be encased in ice. The ice melts in 2d6 hour at room temperature and has hit points equal to the damage dealt by the attack. Bizarro can maintain his freeze vision in this manner for 35 rounds. Bizarro may not use his full round freeze vision in conjunction with his bonus actions granted by superspeed.
Heat Breath (Ex)
Once per round, as a standard action, Bizarro may exhale a blast of hot air from his mouth. This affects a 100 foot cone (DC 47 half), and deals 10d6 points of fire damage. Creatures and objects within the area are also affected as if by a hurricane strength wind.
Bizarro can use this power as an intense action, dealing 20d6 points of fire damage instead, for up to 3 rounds.
Kryptonite Vulnerability (Ex)
The proximity of Bizarro (blue) Kryptonite within 20 feet causes Bizarro to gain a normal mental prowess. His alignment changes to Neutral and his mental ability scores all increase to 15. Bizarro is terrified of Blue Kryptonite and unaffected by normal Kryptonite.
Super Senses (Ex)
Bizarro can see and hear at a distance far beyond that of a human being. He suffers distance penalties of -1 per mile instead of 1 per 10 feet. By focusing (requiring one of his swift actions for the round), he can extend this by a factor of 10 per swift action used. This is cumulative, so if he used three of his swift actions to extend his senses, he would suffer a -1 penalty per 1000 miles.
Bizarro takes a -1 penalty to saves against light based attacks for every swift action he is spending improving his sight. He takes a -1 penalty to saves against sound based attacks for every swift action he is spending improving his hearing.
By focusing his sight as a swift action, Bizarro may see through lead. This power is useless against any other material.
By focusing his sight as a swift action, Bizarro may use his microscopic vision. Any object he is looking at must make a Fortitude save (DC 47) or increase in volume by a factor of 10.
By focusing his hearing as a swift action, Bizarro may use his X-ray hearing. He can hear through any object in this manner except lead.
Bizarro possesses spotlight vision. This causes his eyes to shed bright light in a 100 foot cone.
Super Speed Level 15 (Ex)
The following benefits are provided from Superspeed Level 15:
- +15 speed bonus to AC, initiative, and Reflex saves
- +15 speed bonus to attack rolls
- +7 speed bonus to melee damage rolls
- Bizarro may make 15 swift actions in a round.
- Bizarro reduces the amount of time to complete an action by 3 steps, allowing him to take full round actions
as swift actions and standard actions as immediate actions. - Characters with less than Superspeed level 7 are considered flat-footed for the purposes of Bizarro’s attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
- When using the run action, Bizarro moves 40x his movement rate (18,000 feet; 54,000 feet fly)
Unlike Speed Force users, Bizarro does not have access to the Push.
Superstrength Level 7 (Ex)
- +14 melee damage bonus.
- +7 bonus on grapple and bull rush checks.
- Lift capacity x128.
Skills Bizarro has a +30 racial bonus on Listen and Spot checks.