Chaos Space Marine, Havoc (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Chaos Havoc[edit]

Large humanoid, any evil alignment


Armor Class 18 (power armor)
Hit Points 92 (8d10 + 48)
Speed 25 ft.


STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 22 (+6) 16 (+3) 14 (+2) 16 (+3)

Saving Throws Str +8, Con +9, Cha +6
Skills Athletics +8, Intimidation +6, Perception +5
Damage Resistances poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft.; passive Perception 15
Languages Abyssal, Common, Infernal, one regional dialect
Challenge 7 (2,900 XP)


Brute. A melee weapon deals one extra die of its damage when the chaos marine hits with it (included in the attack).

Keen Senses. The chaos 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.

Stability. The chaos marine has advantage on saving throws against being pushed or knocked prone.

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.

ACTIONS

Multiattack. The chaos marine makes two heavy bolter attacks.

Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage, and the target must make a DC 16 Strength saving throw or be pushed up to 15 feet away from the chaos marine and knocked prone.

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 carries 320 rounds of ammunition.

Burst Fire. The chaos 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 chaos 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 piece of cover if possible.

Frag Grenade. The chaos 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 chaos marine carries 2 frag grenades.

REACTIONS

Back Off! As a reaction to being hit by a melee weapon attack, the chaos marine makes a kick attack against the creature which attacked him.

38758c7ac33bac33750235746e5ac930.png

Chaos Havocs are the twisted counterparts of loyalist devastator marines. They fulfill much the same role as their loyalist counterparts, supporting their allies with withering amounts of fire from their heavy weapons.

Twitchy Gunners. Chaos Havocs are more restless than a typical devastator, and while this makes them less accurate overall it also allows them to react faster to unexpected attacks. A foe who thinks he can get the drop on a Havoc at close range will quickly find himself booted back and riddled with bullets.

Variant Equipment: Autocannon

The chaos havoc may replace his heavy bolter with an autocannon.
A chaos havoc with an autocannon has a challenge rating of 8 (3,900 XP).

Multiattack. The chaos marine makes two autocannon attacks.

Autocannon. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 16 (3d10) piercing damage. The autocannon has 180 rounds of ammunition.

Automatic Fire (Recharge 5-6). The chaos marine sprays a 60-foot cone with autocannon rounds. All creatures within that area must make a DC 15 Dexterity saving throw, taking 38 (7d10) piercing damage on a failed save, or half as much damage on a successful one. This consumes 30 rounds of ammunition.


See Also[edit]

  • Chaos Raptor, chaos space marines which specialize in mobility and close-quarters combat.
  • Devastator Marine, the loyalist counterpart to a chaos havoc.

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: