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Nightcrawler, By Source, Fair use,
By Source, Fair use,

Nightcrawler (Kurt Wagner) is a fictional superhero appearing in American comic books published by Marvel Comics, commonly in association with the X-Men. Created by writer Len Wein and artist Dave Cockrum, he debuted in the comic book Giant-Size X-Men #1 (May 1975).

Nightcrawler is a member of a fictional subspecies of humanity known as mutants, who are born with superhuman abilities. Nightcrawler possesses superhuman agility, the ability to teleport, and adhesive hands and feet. His physical mutations include indigo-colored velvety fur which allows him to become nearly invisible in shadows, two-toed feet, and three-fingered hands, yellow eyes, pointed ears and a prehensile tail. In Nightcrawler’s earlier comic book appearances, he is depicted as being a happy-go-lucky practical joker and teaser, and a fan of swashbuckling fiction. Nightcrawler is a Catholic, and while this is not emphasized as much in his earlier comic book appearances, in later depictions Nightcrawler is more vocal about his faith.

Since his inception, Nightcrawler has had a regular presence in Marvel-related comic books and video games. He has been featured in a small number of the 1990s X-Men animated series episodes and was a regular on its successors, X-Men: Evolution and Wolverine and the X-Men. He was portrayed by Alan Cumming in the feature film X2 (2003), while Kodi Smit-McPhee played a younger version of Nightcrawler in X-Men: Apocalypse (2016), Deadpool 2 (2018) and Dark Phoenix (2019).

Nightcrawler is originally stated to be from a small village called Witzeldorf in the German state of Bavaria. In the X-Men animated series, it is said to be Neuherzl, and in the film X2, he makes repeated references to his time in the Munich circus, though it is never explicitly specified from where he originated.

Originally Posted by Bane of the Dicefreaks D20 Discussion Board

On this Thread

Kurt Wagner, Nightcrawler  
Medium Mutant  
Wounds  17 WP Vitality 153 VP (18d8+54)
Speed40 ft, Climb 40ft
AC28 (+15 Dexterity, +3 defense) touch 28, flat footed 28
Base Attack/Grapple+13/+17
AttackFencing rapier +38 melee (1d6+7/17-20) or unarmed strike +28 (1d4+4/20)
Full AttackFencing rapier +38/+33/+28 melee (1d6+7/17-20) or unarmed strike +29/+24/+19 (1d4+4/20)
Space/Reach5ft. /5ft.
Special AttacksConstrict, improved grab, master duelist
Special QualitiesDemonic appearance, shadow blending, superhuman agility, prehensile tail, teleportation, wall crawling
SavesFort +11 Ref +27 Will +14
AbilitiesStrength 18, Dexterity 40, Constitution 17, Intelligence 14, Wisdom 22, Charisma 20
SkillsBalance +47, Climb +37, Diplomacy +1, Hide +40, Intimidate +9, Jump +47, Knowledge (theology) +12, Listen +13, Move
+30, Perform (circus display) +10, Profession (acrobat) +11, Swim +8, Tumble +42
FeatsBounding Assault, Combat Expertise, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Two-Weapon
, Weapon Finesse
Climate/TerrainWestchester, New York
OrganizationSolitary (Unique) or X-Men (Group) formerly Excalibur (Group)
Challenge Rating20
AlignmentLawful Good

Constrict (Ex) – Nightcrawler deals 1d4+6 points of damage with a successful grapple check.

Demonic Appearance – Nightcrawler has the classic appearance of a demon. He has three fingers and toes on each hand, black fur, yellow eyes, and a tail. He receives a +4 bonus to all Intimidate checks but receives a -6 penalty to Diplomacy checks.

Improved Grab (Ex) – Nightcrawler must hit a creature of Medium size or smaller with his tail to use this ability. If he establishes a hold, he can constrict. Nightcrawler cannot use this ability if he is wielding a weapon with his tail.

Master Duelist – Wagner is a master of combat with the sword, proficient in it beyond all his hand-to-hand combat experience. When using any sort of one-handed sword Nightcrawler receives a +8 bonus to strike. He also doubles the threat range for any one-handed sword he wields. If Nightcrawler strikes an opponent with a sword who is flat footed, he deals +2d6 points of additional damage. This extra damage is not dealt to opponents who are immune to critical hits.

Prehensile Tail – Kurt has a fully prehensile tail that he is able to use as fully as any hand. It possesses enough strength to lift a man off the ground and is agile enough for him to fight with it using a sword. Nightcrawler can wield a one-handed weapon in the tail and make integrative attacks without the normal penalties associated with fighting with more than one weapon. He can also use his tail unarmed to make an attack as a natural weapon, again with no penalties.

Shadow Blending – Nightcrawler is able to blend into the shadows by transporting portions of his body into the Darkforce Dimension. This gives him a +10 bonus to all Hide checks as well as being able to Hide in Plain Sight. In combat, attacks against him suffer a 20% miss chance. When Kurt uses the full defense action, this increases to a 50% miss chance. This miss chance is not negated by effects such as true seeing, because Kurt’s body is literally not there.

Superhuman Agility – Kurt is agile beyond all human means. His bones are able to bend well beyond human limits. This grants him a superhuman sense of Balance and agility. He receives a +15 bonus to all Balance, Escape Artist, Jump, and Tumble checks and a +10 bonus to Initiative checks. He uses his Dexterity modifier for Climb and Jump checks.

Skirmish – When Nightcrawler moves more than 5 feet in a round (this includes his teleport ability), he gains a +3 Dodge bonus to AC and deals +3d6 points of damage.

Teleportation – Nightcrawler possesses the mutant power to teleport up to three miles at a time. He travels through the Darkforce Dimension causing the travel to be nearly instantaneous. When he teleports he leaves a puff of smoke and the stench of brimstone in his wake.

  • Is able to teleport as the spell at will up to 3 miles. It is a move action for Kurt to teleport.
  • Can teleport multiple times with an opponent he is grappling with to cause disorientation. The victim is nauseated for 3 minutes unless they make a Fortitude save (DC 23), in which case they are sickened for 2d6 rounds. Nightcrawler must win a grapple check in order to use his power in this manner.
  • Every 1d4 rounds, Nightcrawler can teleport multiple times in a 60 foot radius area as a free action. Combining this with a full attack, Nightcrawler is considered to be flanking any opponents he attacks.

Wall Crawling – Due to microscopic hooks upon his hands and toes Nightcrawler is able to Climb walls as easily as he walks on the floor. He receives a +12 bonus to all Climb checks.


Fencing Blade – Nightcrawler prefers to use a fencing blade in the style of the 3-Musketeers. It is treated as a +1 rapier.

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