Girder

Girder is DC Comics supervillain and a new rogue to the Flash (Wally West). He first appeared in Flash: Iron Heights (2001).
History
Steelworker Tony Woodward caused a riot at a steel plant after he assaulted a female employee. Angry coworkers threw Tony into a vat of molten steel. The liquid steel included recycled scraps from experiments performed by S.T.A.R. Labs. These scraps somehow turned Tony’s body into living metal, which has incredible resistance from harm and grants him superhuman strength. The major drawback was that the steel body began to rust when exposed to oxygen. He was eventually arrested for robbery and sent to Iron Heights.
After escaping Iron Heights, he joined up with Blacksmith and her rogues to take over Keystone City and Central City. While a member of her rogues, Magenta used her powers to keep Girder from rusting and Girder, having an “attraction,” made unwanted advances towards her. After making another crude pass, Magenta ripped Girder in half. His body was welded together and Girder was taken back to Iron Heights.
During the Infinite Crisis, Girder was part of Luthor’s group of villains.
One Year Later, Girder was seen fighting the Teen Titans, but was defeated. He is currently seen in Salvation Run. In DC Special: Cyborg mini-series, Girder has joined of The Cyborg Revenge Squad.
Powers and abilities
Girder has superhuman strength and endurance. His body is made from a nearly indestructible steel that provides a high degree of protection from physical and energy attacks.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Girder | |
Medium humanoid | |
Wounds | 36 WP, 132 VP (8d12+72) |
Initiative | +0 |
Speed | 30 ft. |
AC | 15 (+5 natural) touch 10, flatfooted 15 |
Base Attack/Grapple | +8/+25 |
Attack | Slam +22 melee (3d6 + 19) |
Full Attack | 2 slams +22 melee (3d6 + 19) |
Space/Reach | 5 ft. /5 ft. |
Special Qualities | Damage reduction 20/adamantine, fortification (80%), powerful build, powerful slam |
Saves | Fort +15, Ref +2, Will +2 |
Abilities | Strength 36, Dexterity 10, Constitution 28, Intelligence 8, Wisdom 11, Charisma 9 |
Skills | Knowledge (streetwise) +10, Listen +5, Spot +6 |
Feats | Improved Bullrush, Improved Toughness, Power Attack, Weapon Focus (slam) |
Climate/Terrain | Keystone City |
Organization | Solitary (unique) or with New Rogues |
Challenge Rating | 10 |
Treasure | Standard |
Alignment | Chaotic Evil |