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Helmut Zemo, Baron Zemo

By Source, Fair use, https://en.wikipedia.org/w/index.php?curid=54161229, Baron Zemo, Helmut Zemo
By Source, Fair use, https://en.wikipedia.org/w/index.php?curid=54161229

Originally Posted by Phaedros of the Dicefreaks forums.

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Helmut Zemo is a fictional supervillain appearing in American comic books published by Marvel Comics, most commonly as an adversary of the superhero Captain America and the Avengers. He is the son of Baron Heinrich Zemo. The character first appeared in Captain America #168 (December 1973) and was created by Roy ThomasTony Isabella and Sal Buscema.

Daniel Brühl portrays the character in the Marvel Cinematic Universe film, Captain America: Civil War (2016), and the Disney+ series The Falcon and the Winter Soldier (2021). In 2009, Helmut Zemo was ranked as IGN‘s 40th Greatest Comic Book Villain of All Time.

Helmut Zemo, Baron Zemo
Medium Humanoid
Wounds: 22 WP Vitality: 210 VP (20d8+120)
Initiative: +10
Speed: 30 ft. fly 300 ft. (perfect)
AC: 26 (+11 defense, +5 Dex), touch 26, flat-footed 10
Base Attack/Grapple: +20/+25
Attack: Sword +34 melee (1d8+8/18-20) or +25 ranged touch (20d8)
Full Attack: Sword +35/+30/+25/+20 melee (1d8+8/18-20) or S&W M29 +29/+24/+19/+14 ranged (2d8+4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: None
Special Qualities: Damage reduction 10/adamantium, durability enhancement, fencing mastery, martial artist, quantum control, strength enhancement
Saves: Fort +15, Ref +14, Will +20
Abilities: Str 20, Dex 21, Con 22, Int 22, Wis 22, Cha 20
Skills: Balance +23, Bluff +28, Climb +13, Computer Use +15, Craft (electronic) +31, Craft (mechanical) +31, Diplomacy +20, Disguise +15, Gather Information +15, Intimidate +16, Jump +16 , Knowledge (behavioral sciences) +21, Knowledge (civics) +16, Knowledge (history) +16, Knowledge (physical sciences) +21, Knowledge (streetwise) +16, Knowledge (tactics) +29, Knowledge (technology) +29, Listen +16, Pilot +10, Repair +21, Sense Motive +26, Spot +11, Treat Injury +16, Tumble +23
Feats: Bounding Assault, Builder, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Disarm, Improved Feint, Improved Initiative, Indomitable Soul, Iron Will, Lunging Strike, Mobility, Power Attack, Spring Attack, Weapon Focus (sword), Whirlwind Attack
Climate/Terrain: New York City
Organization: Solitary (unique) or group (Thunderbolts)
Challenge Rating: 24
Treasure: Equipment
Alignment: Lawful evil

Ability Enhancement: Zemo can utilize the moonstones to amplify his strength and durability. As a swift action Zemo can grant himself a +15 bonus to his constitution score. It also grants him a damage reduction 25/adamantium, +10 natural armor, and energy resistance (all) 30. When using his durability boost his Fortitude save increases to +22, his vitality points to 350 and his wound points to 37. Zemo can boost his durability for up to five hours at a time. He must wait an hour between each boost before he can amplify himself again.

As a swift action Zemo can also grant himself a +15 bonus to his strength score. Zemo can boost his strength for up to five hours at a time. He must wait an hour between each boost before he can amplify himself again.

Zemo may enhance both his strength and durability at the same time.

Fencing Mastery: Zemo is a master of combat using a blade. Even after abandoning his Citizen V guide he still carries one with him made even more deadly by his superhuman physical abilities.
Zemo gains a +5 to strike and damage
Zemo receives a +5 dodge bonus to his AC when using a sword
Zemo triples the threat range with a blade.
If an opponent misses Zemo while he is using Combat Expertise or fighting defensively, Zemo gains an immediate riposte against that opponent.

Martial Artist: Zemo is a highly skilled hand to hand combatant, having been trained from numerous sources to allow him to combat his archenemy Captain America. He received additional training to imitate Citizen V. He gains bonus fighter feats as a fighter of his hit die and unarmed damage and feats as a monk of his hit die.
Zemo is never considered flanked.
Zemo gains a +4 bonus to attack and damage rolls when fighting unarmed.
Zemo gains a +3 bonus to AC for every -1 penalty he takes to attack while using Combat Expertise.

Quantum Control: Zemo has massive control over the quantum energy forces of gravity, light, and space. He can manipulate them for a variety of effects using the moonstones.
– Open space warps allowing him to greater teleport himself and any within a 30 ft. radius as a standard action.
– Fire blasts of energy inflicting up to 20d8 fire and quatam damage at a range of 1000 ft with a ranged touch attack that counts as a standard action.
– Increase a targets weight causing their body to crush itself inflicting up to 5d6 wound damage. (Fort save DC: 26 for vitality damage)
– Zemo can phase himself through solid objects and attacks. While phased he is considered to be incorporeal.
– Zemo can potentially manipulate light and gravity to numerous other effects such as force fields, blinding enemies, causing objects to float, and whatever other aspects he can imagine.

Weapon Mastery: Zemo has trained himself extensively with the use of nearly all modern weapons and firearms. He receives a +4 bonus to hit and damage with modern weapons.

Possessions: Zemo has absorbed Karla Sofen’s moonstones into his body. These grant him numerous superhuman powers. Zemo normally carries a few pieces of equipment in addition to the moonstones. He formerly use to rely heavily on various pieces of technology including his father’s Adhesive X.

  • Body Armor: Zemo’s costume is a heavy Kevlar composite. It grants him damage reduction 10/adamantium.
  • Psychic Hood: Zemo’s hood contains circuitry to make him resistant to psionic assault. Zemo receives a +6 bonus to resist all psychic attacks.
  • Fencing Sword: Zemo carries a finely crafted fencing blade. It grants him +3 bonus on all strike and damage rolls.
  • Firearms: Zemo carries a wide array of guns and other weapons. He normally carries a standard S&W M29 at most times.

Written by Bane.

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