Chaos Space Marine, Sorcerer (5e Creature)
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Chaos Sorcerer
Large humanoid, any evil alignment Armor Class 18 (power armor)
Saving Throws Str +9, Con +9, Cha +10 Brute. A melee weapon deals one extra die of its damage when the chaos marine hits with it (included in the attack). Force Weapons. The chaos marine’s force staff is a magical weapon. On a hit, it deals an extra 1d10 force damage as noted in the entries below. Keen Senses. The chaos space marine has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Power Armour. While wearing his armour, the chaos marine is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. Regeneration. The chaos marine recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining. Spellcasting. The chaos marine is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell saving throw DC 18, +10 on spell attacks). The chaos marine knows the following sorcerer spells: Superhuman Biology. The chaos marine has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold. ACTIONSForce Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and 5 (1d10) force damage, or 18 (3d8 + 5) bludgeoning damage and 5 (1d10) force damage if wielded in two hands. Bolt Pistol. Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 9 (2d8) slashing damage.
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Chaos sorcerers are the twisted counterparts of space marine librarians. Having abandoned all checks and restraints, these mages use their raw, unfettered power to pursue their own ruthless ambitions. Seekers of Lore. Chaos sorcerers hunger for knowledge, ever seeking to expand their own understanding of magic and thus increase their power. To feed their hunger they will sell their services to various warbands, demanding tomes of arcane lore and magical artefacts as payment. Dark Pacts. Chaos sorcerers will frequently make pacts with the daemons of Chaos in a bid to further increase their mystical might. Some will align themselves with a specific god, often specializing in certain forms of magic: sorcerers of Nurgle are masters of conjuration and necromancy, sorcerers of Slaanesh excel at enchantments and illusions, and sorcerers of Tzeentch are masters of divination, evocation and transmutation. No sorcerer is aligned with Khorne, for the Blood God holds all magic-users in contempt. Delusions of Grandeur. Many chaos space marines are arrogant, but sorcerers take it to another level. They believe that their vast magical powers make them superior to all other space marines, and sometimes even delude themselves into believing that they are invincible. Such delusions are pleasing to the Ruinous Powers, who love to watch these sorcerers strut and preen before their inevitable fall. Variant: Thousand Sons Sorcerer Chaos sorcerers from the Thousand Sons legion are able to control rubric marines. A Thousand Sons sorcerer replaces his bolt pistol with an inferno pistol and gains the following traits. This does not affect the sorcerer's challenge rating. Magic Weapons. The chaos marine’s weapons are magical. Sorcerous Controller. As an action, the chaos marine can animate and control a squad of rubric marines. The chaos marine can control a number of rubric marines equal to half his Charisma modifier without effort, or a number equal to his full Charisma modifier while maintaining concentration as if he were concentrating on a spell. The rubric marines act on their own initiative in the turn order and only require commands from the sorcerer outside of combat. If the sorcerer loses concentration, the rubric marines are incapacitated until he uses an action to regain control of them. If the sorcerer is incapacitated or killed, the rubric marines become unconscious. Inferno Pistol. Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 16 (3d10) fire damage. |
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