Pop Culture Creation: Rocksteady and Bebop from Teenage Mutant Ninja Turtles

Rocksteady and Bebop, the infamous duo of mutant henchmen, have stepped out of the shadows of New York City's underground to make their mark in the realm of Dungeons & Dragons 5th Edition through these home brewed stat blocks. These iconic villains, known for their loyalty to the Shredder and their reckless, bruiser-style combat, bring chaos and mayhem wherever they go. With Rocksteady's incredible strength and Bebop's mildly cunning intellect, they pose a formidable threat to any adventuring party that dares to cross their path. Now to bring them out of New York City and from the nostalgia of my formative years and into YOUR game…

Art by Gazbot.

Rocksteady, The Rhino Mutant Brute:

Medium humanoid (mutant), chaotic neutral

Armor Class: 16 (natural armor)

Hit Points: 112 (15d8 + 45)

Speed: 40 ft.

Senses: Darkvision 60 ft., passive Perception 12

Languages: Common (limited)

Challenge: 6 (2,300 XP)

Attributes:

STR 20 (+5)

DEX 10 (0)

CON 16 (+3)

INT 6 (-2)

WIS 10 (0)

CHA 8 (-1)

Saving Throws: Str +8, Con +6

Skills: Perception +2

Abilities:

Charge. If Rocksteady moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Brute Resilience. When Rocksteady takes damage, he can use his reaction to roll a d8. He adds the number rolled to the damage, and then reduces the damage by half.

Multiattack. Rocksteady makes three melee attacks: two with his fists and one with his horn/melee weapon.

Fists. (Melee Weapon Attack) +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 5) bludgeoning damage.

Improvised Weapon. (Melee Weapon Attack) +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage.

Gore. (Melee Weapon Attack) +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.

Reactions:

Brute Counter. When a creature misses Rocksteady with a melee attack, Rocksteady can use his reaction to make a melee weapon attack against that creature.

Legendary Actions (3/Day):

Rocksteady can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rocksteady regains spent legendary actions at the start of his turn.

1. Attack. Rocksteady makes one melee attack.

2. Charge. Rocksteady moves up to his speed and makes a gore attack against a target, following the rules of his charge ability.

Art by Gazbot.

Bebop, The Warthog Mutant Brawler:

Medium humanoid (mutant), chaotic neutral

Armor Class: 15 (natural armor)

Hit Points: 104 (13d8 + 39)

Speed: 40 ft.

Senses: Darkvision 60 ft., passive Perception 10

Languages: Common (limited)

Challenge: 5 (1,800 XP)

Attributes:

STR 18 (+4)

DEX 14 (2)

CON 16 (+3)

INT 8 (-1)

WIS 10 (0)

CHA 8 (-1)

Saving Throws: Str +6, Dex +4, Con +5

Skills: Athletics +6, Intimidation +1

Abilities:

Multiattack. Bebop makes three melee attacks: two with his fists and one with his melee weapon.

Fists. (Melee Weapon Attack) +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.

Club. (Melee Weapon Attack) +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Headbutt. (Melee Weapon Attack) +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.

Grappling Chains (1/Day). Bebop can use a set of chains to make a ranged grapple attempt. The target must succeed on a DC 14 Strength saving throw or be pulled up to 15 feet toward Bebop and become grappled (escape DC 14).

Cunning Strategy. When Bebop takes damage, he can use his reaction to roll a d8. He adds the number rolled to the damage, and then reduces the damage by half.

Reactions:

Team Brawler. When an adjacent ally makes a melee attack against a creature, Bebop can use his reaction to make a melee attack against the same creature.

Legendary Actions (3/Day):

Bebop can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bebop regains spent legendary actions at the start of his turn.

1. Attack. Bebop makes one melee attack.

2. Club Smash. Bebop makes one melee attack with his club, targeting a creature within range.

These stat blocks are starting points, and you can further customize them to fit your own campaigns. Have fun using these infamous (and home brewed versions of) Rocksteady and Bebop in your D&D adventures!

What pop culture-inspired characters have you played (or simply dreamt of)? Let us know in the comments and maybe it will be featured here at the Inn!

Want more inspiration for flavoring your characters? Try Flavoring Your Characters: Physics as Magic!

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Grab your sword and keep on adventuring!

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