Space Marine, Tactical (5e Creature)

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Tactical Marine[edit]

Large humanoid (human), any non-good alignment


Armor Class 18 (power armor)
Hit Points 84 (8d10 + 40)
Speed 30 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 damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft.; passive Perception 17
Languages Common, one regional dialect
Challenge 5 (1,800 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.

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.

ACTIONS

Multiattack. The space marine makes two chainsword attacks, two bolt pistol attacks, or one chainsword attack and one bolt pistol attack.

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.

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)

Tactical space marines are the rank and file of a space marine fighting force, if such a term can be applied to such superhuman warriors. They are versatile combatants, able to perform a variety of roles on the battlefield, and are often among the more experienced members of a given chapter.

Fearsome Figures. Space marines stride into battle clad in suits of power armour, which enhance their already towering stature and grant them protection against all but the toughest of weapons. The sight of their skull-like helms and the sound of their heavy footfalls has led many an army to surrender before battle was ever joined, though not all who did so were spared the space marines’ wrath.

Savage Weapons. In addition to their armour, the space marines carry weapons that are both incredibly sophisticated and brutally direct. Their swords have belts of razor-sharp teeth instead of a proper edge, and roar viciously with every slash. Their guns shoot bullets that explode shortly after striking their target, often tearing their victims apart. Many who have fought the space marines would love to turn their own weapons against them; unfortunately these weapons are built for the hands of small giants, and their size and weight make them almost impossible to wield for an ordinary man.

Variant Equipment: Bolter and Combat Knife

Some space marines carry a rifle variant of the bolt pistol, known as a bolter. These large guns pack a fearsome punch, but in return they must be wielded in two hands. Space marines armed with a bolter must carry a combat knife instead of a chainsword.
A tactical space marine armed with a bolter and combat knife has a Challenge Rating of 6 (2,300 XP).

Multiattack. The space marine makes two bolter attacks or two combat knife attacks.

Combat Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage.

Bolter. Ranged Weapon Attack: +6 to hit, range 180/600, one target. Hit: 9 (2d8) piercing damage and 11 (2d10) slashing damage. The bolter carries 30 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.


See Also[edit]


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