The Flash, Wally West (1995)Medium humanoid (human), chaotic good
24 (super speed)Hit Points
127 (15d8 + 60)Speed
14 (+2) DEX
18 (+4) CON
18 (+4) INT
14 (+2) WIS
16 (+3) CHA
Dex +8, Con +7Damage Resistances
passive Perception 10Languages
20 (25,000 XP)
If the Flash is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Flash instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.Fast Healing
The Flash recovers 5 hp every round. He can use a bonus action to spend HD to heal.Kinetic Energy Redirect
The Flash may use a bonus action to steal or redirect kinetic energy within 60 ft. A creature or object make make a Constitution save (DC 30) to resist. A creature with superspeed adds their super speed level to this save. On a failure, the creature or object's speed is reduced down to 0 until the Flash ends this effect. A ranged attack either misses or redirects to a new target with the same attack result. If the Flash redirects kinetic energy into a creature, they increase their speed by the same amount the other creature's speed was reduced. The Flash can concentrate on this effect.Quick Reflexes
The Flash may use a bonus action to use the Dash, Disengage or Dodge actions.Superspeed Level 10.
Flash can take ten additional reactions in a round (although he can still make only one reaction per triggering event.) Only one of these reactions can be triggered by a creature with his level of superspeed. His unarmored AC is 20+Dex modifier. He is invisible and can run up vertical surfaces or across liquid when using the dash action.ACTIONS
The Flash makes ten unarmed strikes.Unarmed Strike. Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 14 (1d4 + 12) bludgeoning damage.Infinite Mass Punch Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 185 (10d12 + 120) bludgeoning damage. A creature struck by the infinite mass punch must succeed on a Constitution saving throw DC 20 or be stunned until the end of the Flash's next turn. The infinite mass punch counts as magical for the purposes of damage resistance and immunity. The Flash must move at least 100,000 miles immediately preceding this attack. Vibrate
Wally gains incorporeal movement until the end of the round. Any creature or object he moves through must succeed on a Constitution saving throw DC 20 or take 55 (10d10) force damage. A creature or object reduced to 0 hp by this damage, explodes, dealing the same damage in a 20 ft. radius. (Dex DC 20 half)REACTIONS
The Flash makes a melee attack with advantage against a creature who attacked him in melee and can move 35 ft.Speed Dodge.
The Flash moves 70 ft. when targeted with an attack. The attack has disadvantage against him. If the attack allows a Dexterity saving throw, the Flash has advantage on the save.