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Massacre, Adventures of Superman #509 (February, 1994)
Adventures of Superman #509 (February, 1994) All DC Comics characters and the distinctive likeness(es) thereof are Trademarks & Copyright © 1938–2021 DC Comics, Inc. ALL RIGHTS RESERVED.

Massacre is a fictional character, a DC Comics super-villain who first appeared in Adventures of Superman #509.

  • Alias – None
  • Gender – Unknown
  • Race – Unknown
  • Occupation – Villain
  • Religion – Unknown
  • Allies – Lone wolf and doesn’t have any true allies, but they have been known to team up with other villains on occasion.
  • Enemies – He has many enemies, including heroes such as Batman and Superman, as well as other villains who see them as a threat to their own power.
  • Abode/ Base of operations – Does not have a fixed base of operations, but they are known to move around frequently and often operate from hidden locations or abandoned buildings.
  • Nationality – Unknown
  • Languages – Unknown
  • Alignment – Chaotic Evil
  • Affiliation (s) – Massacre does not have any formal affiliations, but they have been associated with various criminal organizations and have been known to work with other villains on occasion.
  • Significant others – Massacre does not have any significant others, as they are solely focused on their own goals and ambitions.

DC’s Massacre is a notorious villain in the DC Comics universe, known for their brutal and ruthless approach to achieving their goals. As their name suggests, Massacre is known for their deadly and destructive tendencies, leaving a trail of destruction in their wake.

Physically, a towering figure, with a muscular build and imposing presence. They are often depicted wearing a black and red suit, with a skull mask that covers their face.

As a character, they are driven by a deep-seated desire for power and control. They believe that the only way to achieve their goals is through violence and destruction, and they are willing to go to extreme lengths to get what they want.

Massacre’s origins are shrouded in mystery, with little known about their past or their true identity. However, it is widely believed that they were once a normal person who was driven to madness by a traumatic event or series of events.

Despite their brutal nature, He is is not without their own code of ethics. They have a strict sense of honor and loyalty, and are fiercely protective of those they consider to be their allies or comrades.

In terms of their goals, the ultimate objective is to become the most powerful and feared villain in the DC Comics universe. They are willing to do whatever it takes to achieve this goal, no matter the cost or the consequences.

Overall, DC’s Massacre is a complex and intriguing character, driven by their own twisted sense of justice and their insatiable thirst for power. Whether they will ultimately succeed in their quest for domination remains to be seen, but one thing is for certain – they will stop at nothing to achieve their goals.

DC’s Massacre, CR 20

Medium humanoid (unknown), chaotic evil

Armor Class: 20 (natural armor)

Hit Points: 450 (30d10 + 270)

Speed: 40 ft.

30 (+10)22 (+6)28 (+9)20 (+5)16 (+3)18 (+4)

Saving Throws: Str +18, Dex +14, Con +17, Int +13, Wis +11, Cha +12

Skills: Athletics +18, Intimidation +12, Perception +11

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Senses: Darkvision 120 ft., passive Perception 21

Languages: Unknown

Challenge Rating: 20 (25,000 XP)


  • Multiattack. He can use its Frightful Presence. It then makes four melee attacks.
  • Bone Crusher. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 46 (6d10 + 10) bludgeoning damage.
  • Razor-Sharp Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 10) slashing damage.
  • Toxic Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 10) piercing damage plus 27 (6d8) poison damage. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Frightful Presence. Each creature of Massacre’s choice within 120 feet of it and aware of it must succeed on a DC 20 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 Massacre’s Frightful Presence for the next 24 hours.


Parry. Massacre adds 5 to its AC against one melee attack that would hit it. To do so, Massacre must see the attacker and be wielding a melee weapon.

Legendary Actions:

Massacre 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. Massacre regains spent legendary actions at the start of its turn.

  • Bloodthirsty Rush. He charges forward up to its speed in a straight line and makes a melee attack with its Bone Crusher against any creature in its path. If the attack hits, the creature takes extra damage equal to Massacre’s remaining movement speed in feet. Massacre can move through the space of other creatures during this movement but cannot end its turn in another creature’s space.
  • Devastating Roar (Costs 2 Actions). He unleashes a terrifying roar that echoes through the battlefield, causing each creature within 60 feet of it to make a DC 25 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 Massacre’s Devastating Roar for the next 24 hours.
  • Brutal Finish (Costs 2 Actions). If a creature is reduced to 0 hit points by one of Massacre’s attacks, Massacre can use this legendary action to make a Razor-Sharp Claws attack against another creature within reach. If that attack hits, the creature takes additional damage equal to the damage dealt to the previous creature.

These legendary actions showcase Massacre’s brutal and overwhelming style of combat, allowing them to charge across the battlefield, unleash a terrifying roar, or finish off one enemy and immediately turn to attack another.

Lair Actions:

  • On initiative count 20 (losing initiative ties), Massacre takes a lair action to cause one of the following effects:
  • • The ground trembles, causing each creature on the ground within 120 feet of Massacre to make a DC 25 Strength saving throw or be knocked prone.
  • • The air grows thick and heavy, causing each creature within 120 feet of Massacre to make a DC 25 Constitution saving throw or be stunned for 1 round.


Massacre wears a suit of enchanted black and red armor, giving them an AC of 20.

Magic Items:

Massacre possesses a powerful magical ring that allows them to teleport up to 120 feet once per round as a bonus action.


DC’s Massacre is a powerful and terrifying villain, capable of dealing massive amounts of damage and striking fear into the hearts of their enemies. With their Frightful Presence, toxic bite, and bone-crushing attacks, Massacre is a force to be reckoned with. Their enchanted armor and magical ring make them even more formidable in battle.

However, their true strength lies in their unpredictability and their willingness to go to any length to achieve their goals, even if it means sacrificing everything else. Their lair actions, such as causing the ground to tremble and the air to grow thick, only add to the sense of dread and danger that surrounds them. DMs should be careful when including Massacre in their campaigns, as their CR of 20 and abilities make them a formidable opponent that is not to be taken lightly.


Originally Posted by Kain Darkwind of the Dicefreaks forums.

On this Thread

Medium outsider  
Wounds  38 WP, 390 VP (20d8+280)
Speed240 ft.
AC47 (+13 defense, +7 Dexterity, +9 insight, +8 speed) touch 47, flat footed 47
Base Attack/Grapple+20/+46
AttackSlam +46 melee (3d6 + 22)
Full Attack2 slams +46 melee (3d6 + 22)
Space/Reach5 ft. /5 ft.
Special AttacksCounterattack
Special QualitiesDamage reduction 20/epic, empathic reader, improved evasion, improved uncanny dodge, resistance to energy (acid, cold, electricity) 20, superspeed level 8, uncanny dodge
SavesFort +26, Ref +27, Will +21
AbilitiesStrength 47, Dexterity 25, Constitution 38, Intelligence 14, Wisdom 28, Charisma 16
SkillsBalance +30, Bluff +25, Hide +30, Intimidate +25, Jump +102, Listen +32, Move Silently +30, Pilot +18, Sense Motive +32, Spot +32,
Survival +12, Tumble +23
FeatsAgile Riposte, Combat Expertise, Combat Reflexes, Dodge, Improved Combat Expertise, Karmic Strike, Massacre’s Gambit, Power Attack
OrganizationSolitary (unique)
Challenge Rating30
AlignmentChaotic Evil

Empathic Reader: Massacre reads biological thoughts as they translate into muscle movement. As such he can Dodge attacks even from Superman. Any creature who fails a Will save (DC 29) suffers a -9 penalty on attacks against Massacre and a 45% miss chance for 1d6 rounds.

Massacre gains a +9 bonus to attack and damage against such a creature as well. Despite being empathic, this power is useless against opponents that Massacre cannot see.

Superspeed Level 8 (Ex): The following benefits are provided from Superspeed level 8:

  • +8 speed bonus to AC, reflex saves and initiative
  • +8 speed bonus to attacks
  • +4 speed bonus to melee damage rolls.
  • Massacre can take 8 additional swift actions per round.
  • Massacre reduces the amount of time to complete an action by 2 steps, allowing him to take full round actions as move actions and move actions as immediate actions.
  • Characters with less than Superspeed level 4 are considered flat-footed for the purposes of Massacre’s attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
  • When using the run action, Massacre moves at 20 times his normal speed.
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