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Virman Vunderbar

By http://www.comicvine.com/virman-vundabar/29-22639/, Fair use, https://en.wikipedia.org/w/index.php?curid=33273096, Virman Vunderbar
By http://www.comicvine.com/virman-vundabar/29-22639/, Fair use, https://en.wikipedia.org/w/index.php?curid=33273096

Virman Vundabar is a fictional extraterrestrial supervillain published by DC Comics.

Publication history

He was created by Jack Kirby and first appeared in Mister Miracle vol. 1 #5 (December 1971) “drawn like Benito Mussolini“.

The name “Vundabar” is a corruption of the German word “wunderbar”, which means “wonderful”. This name was given to him by Granny Goodness, and while the spelling of his name has varied over the years between Vundabar and Vunderbarr, in his first appearance it was spelled “Vundabar”. Even his first name “Virman” is a corruption of the word “vermin” which means a small rodent or animal (which describes his own height).

Fictional character biography

A resident of Apokolips, Virman is a minion of Granny Goodness, having grown up in her orphanages like many of Darkseid’s soldiers. He models his personality and schemes on Prussian military appearance and precision partly because of the Earth-based name assigned to him by Granny. He had also become enamored of the Prussian history after a campaign on Earth. Like many of his associates, he is a nemesis of Mister Miracle. Virman has involved himself with many schemes to gain power, often involving many of Darkseid’s lieutenants, such as Doctor BedlamSteppenwolf and Kanto.

Notably, when Darkseid is missing at the Source Wall, his inner circle turn to conspiring against each other. Vundabar allies himself with Granny Goodness.

Darkseid returns from the Source Wall, but he is not in full control of his mind. Virman attempts to take advantage of this but Darkseid recovers enough to obliterate him with his Omega Beams. However, Darkseid resurrects him and he is again seemingly loyal to Darkseid despite the skepticism of Granny Goodness.

In the pages of Terror Titans, Vundabar appears as a member of the ‘Board’. He is killed by Clock King.

His niece, Malice, has joined the Female Furies. She can control a shadow monster named Chessure.

Virman is known to have one child named Rave Divera Vundabar.

Powers and abilities

Additionally being immortal, Dr. Virman Vundabar is stronger than any human of his build and stature. He is also an ingenious scientist skilled at devising deadly traps, and is a cunning military strategist. He’s good in the hand-to-hand combatant, but is handicapped by his small size, and prefers to leave physical combat to his troops.

Originally Posted by Phaedros of the Dicefreaks forums.

On this Thread

Virman Vunderbar
Medium Outsider (Demigod, Evil, Lawful)

Wounds:
 54 WP, 276 VP (23d8+92)
Initiative: +11
Speed: 60 ft.
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +23/+35
Attack: Baton +40 melee (1d8 + 17 and 2d10 force plus stun) or blaster +30 ranged touch (5d6 electricity and force)
Full Attack: Baton +40/+35/+30/+25 melee (1d8 + 17 and 2d10 force plus stun) or blaster +30/+25+20/+15 ranged touch (5d6 electricity and force)
Space/Reach: 5 ft. /5 ft.
Special Qualities: Damage reduction 15/good, leadership
Saves: Fort +22, Ref +20, Will +22
Abilities: Str 24, Dex 14, Con 18, Int 20, Wis 19, Cha 16
Skills: Bluff +34, Diplomacy +42, Handle Animal +34, Gather Information +34, Intimidate +38, Knowledge (history) +38, Knowledge (tactics) +51, Listen +35, Perform (drill and ceremony) +34, Pilot +33, Ride +33, Sense Motive +35, Spot +35
Feats: Combat Expertise, Educated, Improved Initiative, Mounted Combat, Ride-by Attack, Skill Focus (Knowledge – tactics), Spirited Charge
Epic Feats: Epic Skill Focus (Knowledge [tactics])
Climate/Terrain: Apokolips
Organization: Solitary (unique) or with 5d10 soldiers
Challenge Rating: 18
Treasure: Double standard
Alignment: Lawful evil

Leadership: Virman Vunderbar is a master commander of troops. With a Knowledge-tactics check, Virmin grants his troops one-fifth of the check as a bonus to attacks, damage, saves and armor class. Troops within 200 feet of Virman gain an additional +5 bonus to the same. As a standard action, Virman can motivate his troops and provide all troops within 200 feet of him an immediate move action.

Possessions: Virman wields a stun baton that stuns its victims. Those who fail a Fortitude save (DC 10 + damage dealt) are stunned for 1d6 rounds. Alternatively, Virman can use the baton as a touch attack. It deals 2d10 force damage, and still threatens the stun effect. He also has a sidearm, an Apokolips standard issue blaster that deals 5d6 electricity and force with a range of 200 feet.

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