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Captain Cold

Captain Cold, Artwork for the cover of Flash vol. 2, #182 (Mar, 2002).
Artwork for the cover of Flash vol. 2, #182 (Mar, 2002).

Captain Cold (Leonard Snart) is a fictional supervillain appearing in American comic books published by DC Comics. He is the leader of the Rogues, a loose criminal association, as well as the older brother of Golden Glider. An adversary of the various superheroes known as the Flash, he has served as one of Barry Allen’s archenemies, both adversary and begrudging ally of Wally West, and one of the killers of Bart Allen. As part of 2011’s The New 52 reboot, Captain Cold and his team live by a code to never kill.

The character has been substantially adapted from the comics into various forms of media, including television series and video games. Actor Wentworth Miller portrayed Captain Cold in The CW‘s television series The Flash and Legends of Tomorrow. In 2009, IGN ranked Captain Cold as the 27th Greatest Comic Book Villain of All Time List.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Len Snart, Captain Cold
Medium humanoid
Wounds 15 WP, 161 VP (21d8+42)
Initiative+17
Speed30 ft.
AC18 (+4 defense, +3 Dexterity, +1 speed) touch 18, flat footed 18
Base Attack/Grapple+16/+19
AttackCold gun +26 ranged touch (7d6 cold), or unarmed strike +20 melee (1d6 + 3)
Full AttackCold gun +24/+24/+19/+14/+9 ranged touch (7d6 cold) or unarmed strike +20/+15/+10/+5
melee (1d6 + 3)
Space/Reach5 ft. /5 ft.
Special AttacksCold gun
Special QualitiesEnhanced perception, Leadership, resistance to cold 20, superspeed level 1
SavesFort +12, Ref +18, Will +13
AbilitiesStrength 15, Dexterity 17, Constitution 15, Intelligence 17, Wisdom 16, Charisma 18
SkillsBluff +22, Diplomacy +20, Escape Artist +13, Gather Information +20, Intimidate +30, Listen +15, Move Silently +15, Knowledge (physical sciences) +15, Knowledge (streetwise) +27, Knowledge (technology) +15, Sense Motive +23, Spot +15, Survival +9, Swim +9
FeatsBrawl, Combat Reflexes, Greater Weapon Focus (cold gun), Improved Initiative, Quick Draw, Rapid Shot, Strafe, Weapon Focus (cold gun)
Epic FeatsSuperior Initiative
Climate/TerrainKeystone City
OrganizationSolitary (Unique) or with Rogues Gallery
Challenge
Rating
17
TreasureEquipment
AlignmentLawful Neutral

Cold Gun: Snart has mastered his cold gun, and is capable of several tricks with it.

  • Flash Freeze: Rather than killing a foe, Cold can attempt to encase them in a block of ice. It is an attack action for Cold to do this. On a successful touch attack, the creature must make a Fortitude save (DC 25) or be frozen solid into a statue. Success results in the creature taking 2d4 points of Dexterity damage instead. If the statue resulting from this is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive. Very slow application of heat can save a creature frozen this way.
  • Icy Wall: Captain Cold can create a plane of ice to form a barrier. It is a standard action to do this. The wall is 2 feet thick. It covers up to a maximum 2000 square foot area in total dimensions, which can be altered as Cold needs. The plane can be oriented in any fashion as long as it is anchored at a single point.
    • Each 10-foot square of wall has 120 hit points. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 35.
    • Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 3d8+25 points of cold damage (no save).
  • Icy Razors: A variation on the icy wall trick, Snart can create a field of sharp ice. This deals 3d6 points of slashing damage and 2d6 points of cold damage for anyone moving over the area, for every 5 feet of movement through the field. By carefully moving through the field (1/10 normal speed and Reflex DC 25) one can avoid taking slashing damage from the field, and reduce the cold damage to 1 point per round.
  • Sheet of Ice: Snart can coat the ground with a layer of ice, rendering it incredibly slippery. Any creature in the area must make a successful Reflex save (DC 25) or fall. This save is each round that the creature remains within the area. A creature can walk within or through the area of ice at half normal speed with a DC 20 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls. Snart can coat four 5 foot squares with ice as an
    attack action.

Enhanced Perception: Years of battling the Flash has enhanced Captain Cold to the point where he is somewhat capable of dealing with superspeed. He gains a +5 bonus on attacks made with his cold gun, and another +5 bonus against any character with a superspeed level.

Captain Cold has a +5 bonus to Initiative checks.

Captain Cold retains his Dexterity and Defense bonus to his armor class when caught flat-footed.

Leadership: Captain Cold is the undisputed leader of the Flash’s Rogues Gallery, and as such is capable of organizing his team into a whole greater than the sum of their parts. Given an hour to explain his plans to his cohorts, so long as the team members are within 60 feet of each other, they provide each other with a +1 cumulative bonus to initiative, Listen and Spot checks. For example, if Cold was working with Weather Wizard and Mirror Master, and they all remained within 60 feet of each other, they would each gain a +3 bonus on the afore mentioned checks.

In combat, Cold can spend a swift action to shout orders to his teammates, giving them a +2 competence bonus to their AC and attack rolls.

Superspeed level 1:

Captain Cold does not have true superspeed, but his reflexes are enhanced to the point where he qualifies for Superspeed level 1.

The following benefits are provided from Superspeed Level 1:

  • +1 speed bonus to AC, initiative, and Reflex saves
  • +1 speed bonus to attack and damage rolls
  • Captain Cold may make 1 additional swift action in a round.
  • Captain Cold reduces the amount of time to complete an action by 1 step, allowing him to take full round actions as standard actions and so on.
  • When using the run action, Cold moves x5 his movement rate (150 feet)

Possessions:

Besides his cold gun, Captain Cold has a pair of goggles which prevent his eyes from suffering any negative effects from sudden exposure to light. He also wears a suit which is specially treated against both cold and heat. He gains a +5 bonus to any saving throws made against the effects of cold or fire attacks.

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