Space Marine, Devastator (5e Creature)

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Devastator Marine

Large humanoid (human), any non-good alignment


Armor Class 18 (power armor)
Hit Points 84 (8d10 + 40)
Speed 25 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 16 (+3) 18 (+4) 16 (+3)

Saving Throws Str +8, Con +8, Wis +7
Skills Athletics +8, Intimidation +6, Perception +7
Damage Resistances poison; bludgeoning, piercing, and slashing attacks from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft.; passive Perception 17
Languages Common, one regional dialect
Challenge 6 (2,300 XP)


Brave. The space marine has advantage on saving throws against being frightened.

Keen Senses. The space marine has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Martial Advantage. Once per turn, the space marine can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the space marine that isn't incapacitated.

Power Armour. While wearing his armour, the space marine is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine.

Regeneration. The space marine recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining.

Steady Marksman. The space marine has advantage on ranged attack rolls if it does not move during its turn.

Superhuman Biology. The space marine has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

Sure-Footed. The space marine has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Multiattack. The space marine makes two heavy bolter attacks.

Heavy Bolter. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 9 (2d8) piercing damage and 11 (2d10) slashing damage. The heavy bolter has 320 rounds of ammunition.

Burst Fire. The space marine sprays a 10-foot cube area within 120 feet of him with shots from his bolter. All creatures in that area must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 11 (2d10) slashing damage on a failed save. This uses up 10 pieces of ammunition.

Suppressing Fire. The space marine sprays a 60-foot cone with shots from his heavy bolter. All creatures within that cone must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 11 (2d10) slashing damage on a failed save, or half as much damage on a successful one. This uses up 30 units of ammunition.
The space marine can use an action to sustain this suppressing fire on each of its turns. A creature that starts its turn within the affected area has its movement speed halved and must use its movement to move toward the nearest available piece of cover if possible.

Frag Grenade. The space marine hurls a grenade at a point he can see up to 60 feet away. All creatures within a 20-foot radius of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. the space marine carries 2 frag grenades.


See Space Marines (5e Creature)

Devastators are the heavy weapons specialists of the space marines. They lumber into battle with massive guns fed by power conduits and ammunition belts connected to their backpacks, and they excel at standing firm while pulverizing the enemy at range.

Slow and Steady. Devastators are not as fast as other space marines due to the sheer size and weight of both their weapons and the backpack-mounted feeds for these weapons. To make up for this lack of speed, their armour has been modified in various ways to provide them with a superior degree of stability; once a devastator has taken up a position somewhere, dislodging him is very difficult.

Bullet Storm. The typical devastator is armed with a heavy bolter, a belt-fed weapon that can fire hundreds of rounds a minute. While capable of precise shots in the right hands, this weapon’s true value lies in suppressing enemy movements with a continuous spray of bolt rounds, forcing them to hunker down behind cover until the devastator runs out of ammunition. Several devastators working in tandem can easily keep squads of enemies pinned down, allowing other space marines to close in and finish those enemies off.

Variant Equipment: Flamer or Missile Launcher

Instead of a heavy bolter, a devastator marine may carry a flamer or a missile launcher. A devastator marine armed with either of these weapons cannot use its Multiattack, Burst Fire or Suppressing Fire features. These weapons do not alter the space marine’s challenge rating.

Flamer. The space marine sprays a jet of liquid flame covering a 30-foot cone. All creatures within that cone must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Flammable objects and structures within the area catch fire.

Missile Launcher. The space marine fires a missile aimed at a point within 120 feet that it can see. All creatures within a 20-foot radius of that point must make a DC 15 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one.


See Also


Back to Main Page5e HomebrewCreatures