Space Marine, Assault (5e Creature)
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Large humanoid (human), any non-good alignment
Saving Throws Str +8, Con +8, Wis +7
Charge. If the space marine moves at least 10 feet toward a target and then hits it with a chainsword attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
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.
Quick Shot. When the space marine reduces a creature to 0 hit points with a melee attack on its turn, the space marine can take a bonus action to make a bolt pistol attack against a creature within the weapon’s normal range.
Multiattack. The space marine makes two chainsword attacks.
Chainsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if wielded in two hands.
Bolt Pistol. Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 9 (2d8) slashing damage. The bolt pistol carries 10 rounds of ammunition.
Rocket Jump (Recharge 5-6). The space marine propels itself to an unoccupied space within 35 feet, releasing a shockwave as it lands. All creatures within a 10-foot radius of this space must make a DC 16 Dexterity saving throw or be knocked prone.
Assault marines are the close combat specialists of the space marines. These agile warriors rocket into battle on jump packs, landing in the enemies’ midst like a thunderbolt before hacking them to pieces.
Into the Fray. Essentially the antithesis of the slow-moving devastators, assault marines specialize at closing with the enemy and engaging them in close quarters. They typically rely on their chainswords to get the job done, treating their sidearms almost as an afterthought. Despite this neglect, assault marines are quick to recognize opportunities for getting a shot off and are just as quick to take advantage of them.
On Wings of Fire. Assault marines are equipped with backpack-mounted jump packs, bizarre devices that propel them into the air on columns of flame. While these machines do not allow an assault marine to fly, they do allow him to cover great distances in a single bound, and when the assault marine lands the sheer backwash from the jump pack’s engines can knock nearby foes off their feet.
The assault marine may replace his chainsword with a power axe. This weapon has the same statistics as a chainsword, but ignores resistance (but not immunity) to slashing damage from nonmagical attacks. This weapon does not affect the space marine’s challenge rating.
Variant Equipment: Storm Shield
The assault marine may replace his bolt pistol with a storm shield, increasing his AC to 20 while losing the Quick Shot trait. This does not affect the space marine’s challenge rating.
Variant Equipment: Thunder Hammer
The assault marine may replace both his chainsword and his bolt pistol with a thunder hammer. This is a heavy weapon that must be wielded in two hands, and it ignores resistance (but not immunity) to bludgeoning damage. This weapon does not affect the space marine’s challenge rating.
Thunder Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.
- Space Marines (5e Creature)
- Devastator Marine, for space marines that specialize in heavy weapons and long-range combat.
- Chaos Raptor, the corrupted counterpart of an assault marine.