Medium humanoid (human), chaotic good
Armor Class 25 (armor)
Hit Points 315 (30d8 + 180)
Speed 60 ft.
STR 22 (+6) DEX 22 (+6) CON 22 (+6) INT 22 (+6) WIS 22 (+6) CHA 22 (+6)
Saving Throws Str +15, Dex +15, Con +15, Int +15, Wis +15, Cha +15
Skills Acrobatics +24, Athletics +15, Deception +24, Insight +24, Intimidation +24, Investigation +24, Perception +24, Persuasion +15, Stealth +24
Damage Resistances bludgeoning, piercing and slashing, fire, cold, lightning
Senses blindsight 60 ft., darkvision, passive Perception 34
Challenge 30 (155,000 XP)
Cunning Action Batman can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Elusive No attack roll has advantage against Batman unless he is incapacitated.
Enhanced Preparation. If allowed to plan, Batman can take a reaction once per round on any trigger, as though he had readied an action for that moment. He gains advantage on whatever rolls he makes during this reaction. This does not use up his actual reaction for the round.
Evasion. If Batman is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Batman instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.
Frightful Presence When Batman shows himself, all creatures within 60 feet must succeed on a DC 23 Wisdom save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Batman is within line of sight, ending the effect on itself on a success.
Reliable Talent Batman treats any roll of 9 or lower on skill checks as a 10.
Sneak Attack Batman deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Batman's that isn't incapacitated and Batman doesn't have disadvantage on the attack roll.
Uncanny Dodge When an attacker that Batman can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Multiattack. Batman makes six unarmed strikes or ranged weapon attacks.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., two targets. Hit: 17 (2d10 + 6) bludgeoning damage. Batman can impose all of the following on a creature hit by his unarmed strikes. It must succeed on a Dexterity saving throw DC 23 or be knocked Prone. It must make a Strength saving throw DC 23. If it fails, Batman can push it up to 15 feet away from him. It can’t take reactions until the end of Batman's next turn.
Batarang. Ranged Weapon Attack: +15 to hit, range 200 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Exploding Batarang. Ranged Weapon Attack: +15 to hit, range 200 ft., one target. Hit: 10 (1d8 + 6) slashing damage and 45 (10d8) fire damage.
Smoke Pellets. Ranged Weapon Effect: Constitution DC 23, range 50 ft., 20 ft. radius. Effect: 21 (6d6) poison damage and area is heavily obscured. The damage can be lethal or nonlethal.
Counterattack Batman makes a melee or ranged attack against a creature who attacked him.
Opportunity Attack Making an opportunity attack does not use Batman's reaction.
Parry Batman adds 6 to his AC against one melee attack that would hit him. To do so, he must see the attacker.