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This enemy of the Fantastic Four appeared in but one 1977 Fantastic Four storyline.

He’s at best a footnote, but we like big robots.


Powers and Abilities

The Metalloid is a large robot.

Its strength and endurance are loosely comparable to the Thing’s. It could easily carry and even throw a bank vault that presumably weighted 50 to 100 tonnes.

It also traded blows with Ben Grimm for several minutes, even briefly getting the upper hand on a lucky punch.

Just heat it, heat it

The Metalloid could superheat its surface, usually to burn and melt something it held in a bear hug.

But generating that much heat took time. And it seems that the robot needed to redirect its energy into it.

Superheating its surface couldn’t be used as a passive defensive measure. Somehow. For instance Tigra could drop-kick the Metalloid without burning herself, even though she thought she’d get scalded.

Metalloid (obscure Marvel Comics robot) fighting the Thing


The Metalloid is generally assumed to have been a creation of the Mad Thinker. But this remains unproven.

In 1976 it wrecked a bank in Manhattan. The robot ripped the entire vault off the foundations and carried it away.

Later investigation revealed that the Metalloid had been inside the bank the whole time. Presumably in a storage unit.

Orange orange green green

The Thing (Benjamin J. Grimm) and Tigra (Greer Nelson) were having dinner at the restaurant next to the bank. They intervened and beat the Metalloid all the way to the East River.

There, they destroyed the robot on a garbage scow.

The Thing accidentally broke the scow. But with the Impossible Man’s help they recovered the debris from the bottom.

The military wanted to take hold of the debris. But the Thing and his associates carried the carcass to the Baxter Building.

Hark, a mystery

Nothing else is known. Even the name “Metalloid” is only used on the cover.

In particular, why the robot suddenly activated was never determined.

The Metalloid (Marvel Comics) stealing a bank vault


The Metalloid doesn’t speak.

But it has an AI that can employ basic tactics and conduct fairly complex missions.

DC Heroes RPG


Dex: 05 Str: 15 Bod: 14
Int: 02 Wil: 01 Min: ///
Inf: /// Aur: /// Spi: ///
Init: 008 HP: 015


Self-Link (Gadgetry): 15, Heat vision: 18, Growth: 03

Bonuses and Limitations:

  • Growth is Always On and Already Factored In.
  • Heat Vision has a Range of but Touch. But it can be emitted from the robot’s entire body.
  • Heat vision starts at 12 APs. It can be increased by one AP using an Automatic Action every Phase until it reaches the maximum. Moving by more than 0 APs of distance resets the progression.
  • Heat Vision can be Combined With a Grappling or Wrestling Manoeuvre.
  • Heat vision might have had limited endurance. But it’s more likely it ceased to function due to damage inflicted by the Thing.


None demonstrated.


None demonstrated.


None demonstrated.


Distinct Appearance.







Design notes

So no, no Flame Being. One assumes that heating one’s outer shell would mean Flame Being, but it doesn’t perform that way in the story.

DC Adventures RPG

Metalloid — Averaged PL 11

14 14 01 00
05 00 00 00


I, Robot ● 68 points ● Descriptor: Technology
– 6 Ranks of Impervious for Stamina.
– Immunity 60 (Will, Fortitude).
– Feature (the Metalloid is huge).
– 1 Rank of Lifting Only STR.

Superheated bear hug ● 1 point Feature ● Descriptor: Technology, heat
The Metalloid can superheat its outer shell. Moving for more than a few yards during a Round will spoil this process.
When heated, the Metalloid’s Grab actions have a Linked heat Damage effect. It starts with 10 Ranks, and gains one more Rank per consecutive Round up to a maximum of 16 Ranks.

Combat Advantages:

Close Attack 2, Move-by Action.

Other Advantages:

None demonstrated.


Perception 1 (+1).


Initiative +1
Unarmed +7, Close, Damage 14.


Dodge 07
Fortitude ///
Parry 08
Toughness 14
Will ///

* Without Defensive Roll.


  • Appearance The Metalloid is readily noticeable.

Powers Levels:

  • Trade-off areas. Attack/Effect PL 11, Dodge/Toughness PL 11, Parry/Toughness PL 11, Fort/Will PL N.A..
  • Points total 150. Abilities 68, Defences 9, Skills 1, Powers 69, Devices 0, Advantages 3. Equiv. PL 10.


PL 11 in general, but much more of a problem for characters who primarily rely on Fortitude or Will effects. Or who can’t beat his Impervious Stamina.

Writeups.org writer avatar Sébastien Andrivet

By Sébastien Andrivet.

Source of Character: Fantastic Four vol. 1 #179.

Writeup completed on the 20th of August, 2012.