Space Marine, Chaplain (5e Creature)

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Space Marine Chaplain[edit]

Large humanoid (human), any non-good alignment


Armor Class 18 (power armor)
Hit Points 94 (9d10 + 45)
Speed 30 ft.


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

Saving Throws Str +8, Con +8, Wis +7
Skills Athletics +8, Insight +7, Intimidation +7, Perception +7, Persuasion +7, Religion +6
Damage Resistances poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft.; passive Perception 17
Languages Common, one regional dialect
Challenge 8 (3,900 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.

Rosarius. The space marine wears a protective charm called a rosarius. When activated using a bonus action, it surrounds the space marine with a force field that causes all attacks made against the space marine to have disadvantage.
Whenever the space marine takes damage, there is a cumulative 20% chance that the rosarius will deactivate. The rosarius remains active for 1 minute or until it deactivates, at which point it cannot be used again until the next dawn.

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.

Zealous Blows. The space marine adds its Charisma modifier to the damage it inflicts with melee attacks.

ACTIONS

Multiattack. The space marine uses its Frightful Presence. It then makes two attacks: one with its crozius and one with its bolt pistol, two with its crozius, or two with its bolt pistol.

Crozius. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage. This weapon ignores resistance (but not immunity) to bludgeoning damage.

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.

Battle Cry (3/Day). Each creature of the chaplain’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chaplain’s next turn. The chaplain can then make one attack as a bonus action.

Frightful Presence. Each creature of the chaplain’s choice that is within 30 feet of the chaplain and aware of him must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the chaplain’s Frightful Presence for 24 hours.


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See Space Marines (5e Creature)

Chaplains are the spiritual leaders of space marine chapters. These zealous orators minister to the spiritual needs of their brothers, and on the battlefield their sheer charisma becomes a weapon to inspire their allies and demoralize their foes.

Spectres of Death. Chaplains are set apart from their fellow space marines by the black paint of their armour, which is often decorated with macabre symbols of skulls, eagles, and other icons which vary from chapter to chapter. Their helmet’s faceplate is wrought in the likeness of a human skull, and so realistic is its likeness that a chaplain is sometimes mistaken for a towering death knight. This sinister apparel serves the chaplain well, for the very sight of him fills his enemies’ hearts with dread.

Sacred Armaments. Every chaplain carries an eagle-headed mace known as a Crozius Arcanum. This mace is both a deadly weapon and a symbol of the chaplain’s office and authority, entrusted to him by the chapter’s masters, and he would sooner die than let it fall into an enemy’s hands. Chaplains also wear a holy symbol known as a rosarius, which protects him from harm by surrounding his body with an energy field that deflects incoming attacks. Beyond this practical purpose, the rosarius is a symbol of the chaplain’s faith and piety, and as with the crozius he would rather die than surrender it to his foes.

Warrior-Priests. Chaplains are the keepers of a space marine chapter’s hallowed traditions, and much like apothecaries minister to a space marine’s body, a chaplain ministers to the space marine’s spirit. They lead their brethren in prayer and religious rites, and oversee the indoctrination of aspirants and initiates into the chapter’s cult. When a space marine wavers in his duties, the chaplain is there to lend him support and counsel… and when a space marine turns from the Emperor’s light, the chaplain is there to either turn him back or put him down.


See Also[edit]


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