Steppenwolf
Steppenwolf is a towering and formidable figure, standing over eight feet tall with rippling muscles and a fearsome countenance. His skin is a deep shade of blue, and his eyes gleam with an inner fire that seems to burn with a fierce intensity.
- Alias – Steppenwolf, General Steppenwolf
- Gender – Male
- Race – New God
- Occupation – General of Apokolips
- Religion – Worshipper of Darkseid, the god of Apokolips
- Allies – Darkseid, other high-ranking members of the Apokoliptian military
- Enemies – The Justice League, the New Gods of New Genesis, Superman, Batman, Wonder Woman
- Abode/ Base of operations – Apokolips, specifically the fortress of Darkseid
- Nationality – N/A (not from Earth)
- Languages – Apokoliptian, English, many other alien languages
- Alignment – Lawful Evil
- Affiliation (s) – Apokolips, Darkseid’s military
- Significant others – None known, Steppenwolf is devoted entirely to serving Darkseid and the Apokoliptian cause.
Steppenwolf is a fearsome warrior from the planet Apokolips, a world ruled by the tyrannical Darkseid. He serves as one of Darkseid’s most trusted lieutenants, leading his armies into battle and crushing any who would oppose his master’s will.
Despite his loyalty to Darkseid, Steppenwolf has his own ambitions and desires. He longs to prove himself to his master and earn his favor, perhaps even rising to become his second-in-command. To this end, he carries out Darkseid’s orders with ruthless efficiency, often leading the charge into battle himself.
Steppenwolf is a complex character, driven by a fierce desire for power and recognition. He is fiercely loyal to Darkseid, but also harbors his own dreams and ambitions. Despite his fearsome appearance and brutal tactics, there is a sense of nobility to Steppenwolf, a belief that his actions serve a greater purpose and that the ends justify the means.
- Steppenwolf, General of Apokolips 5e Stat block
- Steppenwolf Pathfinder Version
- Steppenwolf 3.5 Version
Steppenwolf, General of Apokolips
Large fiend (extraplanar), Lawful Evil
Armor Class: 20 (plate armor, shield)
Hit Points: 400
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 18 (+4) | 24 (+7) | 20 (+5) | 16 (+3) | 22 (+6) |
Skills: Athletics +15, Intimidation +12
Damage Immunities: fire, lightning
Condition Immunities: frightened
Senses: darkvision 120 ft., passive Perception 13
Languages: Celestial, Common, Infernal
Challenge Rating: 25 (75,000 XP)
Legendary Resistance (3/Day). If Steppenwolf fails a saving throw, he can choose to succeed instead.
Magic Resistance. Steppenwolf has advantage on saving throws against spells and other magical effects.
Magic Weapons. Steppenwolf’s weapon attacks are magical.
Actions
Multiattack. Steppenwolf makes three attacks with his battle-axe.
Battle-Axe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) slashing damage plus 9 (2d8) lightning damage.
Lightning Bolt. Steppenwolf casts lightning bolt as a 5th-level spell.
Chain Lightning. Steppenwolf casts chain lightning as a 6th-level spell.
Summon Apokoliptian Warrior. Once per day, Steppenwolf can summon 2d4 apokoliptian warriors to fight for him.
Reactions
Parry. Steppenwolf adds 5 to his AC against one melee attack that would hit him. To do so, Steppenwolf must see the attacker and be wielding a melee weapon.
Lair Actions
On initiative count 20 (losing initiative ties), Steppenwolf takes a lair action to cause one of the following effects:
- A bolt of lightning strikes a random creature within 60 feet of Steppenwolf. The creature must make a DC 20 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
- Steppenwolf chooses up to three creatures within 120 feet of him that he can see. Those creatures must make a DC 20 Wisdom saving throw or be frightened for 1 minute. The creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
Legendary Actions:
Steppenwolf can take three legendary actions per round, 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. Steppenwolf regains spent legendary actions at the start of his turn.
- Attack: Steppenwolf makes one Electro-Axe or Energy Whip attack.
- Move: Steppenwolf moves up to his speed without provoking opportunity attacks.
- Frenzy (Costs 2 Actions): Steppenwolf can make an additional attack with his Electro-Axe or Energy Whip.
Note: Steppenwolf is not wielding any other weapons or wearing armor, as he typically relies on his own natural toughness and magical abilities in combat.
Equipment
Steppenwolf wears a suit of plate armor and wields a magical battle-axe that deals lightning damage. Additionally, he possesses a Mother Box, a powerful device that allows him to teleport across the cosmos, open dimensional portals, and manipulate reality.
And that’s how you could represent Steppenwolf in D&D 5th Edition! Note that this is just an example, and you could modify the stats and abilities to better suit your campaign or play style.
Steppenwolf
Medium Outsider (Divine, Evil, Lawful)
Initiative: +24
Senses: darkvision 60 ft., low-light vision; Perception +42
Aura: frightful presence (DC 35)
Defense
AC: 42, touch 26, flat-footed 34 (+8 armor, +6 Dex, +18 natural)
hp: 561 (33d10+297)
Fort: +37, Ref: +34, Will: +30
Defensive Abilities: damage reduction 25/good, resistance to energy (disintegration, fire, force) 20
Offense
Speed: 60 ft.
Melee: electro-axe +72 (3d6+38 plus 4d10 electricity/17-20) or 2 slams +68 (2d8+24)
Ranged: axe blast +65 ranged touch (20d6 force and electricity)
Space: 5 ft., Reach: 5 ft. (15 ft. with whip)
Special Attacks: energy whip +61 (1d6+28 plus 3d10 force)
Spell-Like Abilities (CL 20th)
At will – greater teleport (self plus 50 lbs. of objects only), plane shift (self plus 50 lbs. of objects only), unholy aura (DC 28)
3/day – fire storm (DC 27), implosion (DC 28)
1/day – meteor swarm
Statistics
Str 37, Dex 22, Con 29, Int 16, Wis 14, Cha 23
Base Atk +33, CMB +56, CMD 82
Feats: Cleave, Combat Expertise, Combat Reflexes, Flay, Great Cleave, Greater Two Weapon Fighting, Greater Weapon Focus (axe), Greater Weapon Specialization (axe), Improved Combat Expertise, Improved Critical (axe), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Melee Weapon Mastery (slashing), Mounted Combat, Ride-by Attack, Power Attack, Slashing Fury, Spirited Charge, Two Weapon Fighting, Weapon Focus (axe), Weapon Specialization (axe), Weapon Supremacy (axe), Epic Sunder, Epic Weapon Focus (axe), Epic Weapon Specialization (axe), Perfect Two Weapon Fighting, Superior Initiative
Skills: Acrobatics +34, Climb +59, Craft (weapon) +49, Diplomacy +18, Handle Animal +34, Intimidate +52, Jump +59, Knowledge (tactics) +49, Perception +42, Ride +34, Sense Motive +30, Survival +48
Languages: Common, Infernal
Environment: Apokolips
Organization: Solitary (unique) or with 3d10 dog troops
Treasure: Double standard
Special Abilities
Weapon Master: He gains a +5 bonus to attacks and damage with melee weapons. In addition, such weapons deal damage as if they were two size categories larger.
Possessions: Steppenwolf wields his electro-axe and energy whip in combat. Both are nonmagical +5 weapons crafted of Apokolips steel. The electro-axe can fire a blast that deals 20d6 force and electricity damage as a standard action. This is a ranged touch attack with a 200 foot range.
Steppenwolf
Originally Posted by Phaedros of the Dicefreaks forums.
Steppenwolf
Medium Outsider (Divine, Evil, Lawful)
Wounds: 116 WP, 561 VP (33d8+297)
Initiative: +24
Speed: 60 ft.
AC: 32 (+8 defense, +6 Dex, +8 natural), touch 24, flat-footed 18
Base Attack/Grapple: +33/+56
Attack: Electro-axe +72 melee (3d6 + 38 plus 4d10 electricity) or axe blast +65 ranged touch (20d6 force and electricity)
Full Attack: Electro-axe +72/+72/+67/+62/+57 melee (3d6 + 38 plus 4d10 electricity /17-20) and energy whip +61/+56/+51/+46 ranged (1d6 + 28 plus 3d10 force)
Space/Reach: 5 ft. /5 ft. (15 ft. with whip)
Special Qualities: Damage reduction 25/good, resistance to energy (disintegration, fire, force) 20, weapon master
Saves: Fort +37, Ref +34, Will +30
Abilities: Str 37, Dex 22, Con 29, Int 16, Wis 14, Cha 23
Skills: Balance +34, Climb +59, Craft (weapon) +49, Diplomacy +18, Handle Animal +34, Intimidate +52, Jump +59, Knowledge (tactics) +49, Listen +42, Navigate +30, Ride +34, Search +43, Sense Motive +30, Spot +42, Survival +48
Feats: Cleave, Combat Expertise, Combat Reflexes, Flay, Great Cleave, Greater Two Weapon Fighting, Greater Weapon Focus (axe), Greater Weapon Specialization (axe), Improved Combat Expertise, Improved Critical (axe), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Melee Weapon Mastery (slashing), Mounted Combat, Ride-by Attack, Power Attack, Slashing Fury, Spirited Charge, Two Weapon Fighting, Weapon Focus (axe), Weapon Specialization (axe), Weapon Supremacy (axe)
Epic Feats: Epic Sunder, Epic Weapon Focus (axe), Epic Weapon Specialization (axe), Perfect Two Weapon Fighting, Superior Initiative
Climate/Terrain: Apokolips
Organization: Solitary (unique) or with 3d10 dog troops
Challenge Rating: 30
Treasure: Double standard
Alignment: Lawful evil
Weapon Master: Stephenwolf gains a +5 bonus to attacks and damage with melee weapons. In addition, such weapons deal damage as if they were two size categories larger.
Possessions: Stephenwolf wields his electro-axe and energy whip in combat. Both are nonmagical +5 weapons crafted of Apokolips steel. The electro-axe can fire a blast that deals 20d6 force and electricity damage as a standard action. This is a ranged touch attack with a 200 foot range.