Space Marine, Terminator (5e Creature)

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Large humanoid (human), any non-good alignment

Armor Class 20 (terminator armor)
Hit Points 94 (9d10 + 45)
Speed 20 ft.

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 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 sight, hearing, 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.


Multiattack. The space marine makes two power fist attacks and a storm bolter attack. The storm bolter attack is made with disadvantage.

Power Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. This weapon ignores resistance (but not immunity) to bludgeoning damage.

Storm Bolter. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 9 (2d8) piercing damage and 11 (2d10) slashing damage. The storm bolter carries 120 rounds of ammunition.

Burst Fire. The space marine sprays a 10-foot cube area within 80 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.

Teleport (Recharge 5-6). The space marine teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

See Space Marines (5e Creature)

Terminators are the elite warriors of space marine chapters. These veterans of countless battles stride into battle equipped with iconic terminator armour, turning an already formidable space marine into a nigh-untouchable juggernaut.

Honoured Veterans. Space marines who distinguish themselves with decades of exemplary service or multiple acts of heroism are promoted to their chapter’s First Company, a position of considerable prestige and honour. Such veterans may then undergo training to fight in specialized tactical dreadnought armour, otherwise known as terminator armour. Those who complete their training are awarded terminator honours and permitted to bear the armour in battle.

Slow but Steady. Terminator armour is cumbersome and bulky, adding several feet to the space marine’s already considerable height and girth. The sheer size and weight of it hinders a space marine’s mobility, making them slower even than devastator marines. In exchange, the armour makes a terminator even more difficult to harm, and it compensates for their reduced speed with a built-in teleportation device.

Mighty Arms. The typical terminator is armed with a power fist, an oversized gauntlet as large as an ordinary man’s torso. It is as powerful as it is unsubtle, able to flatten men with one blow and punch holes in stone walls. They also carry a double-barreled variant of the regular bolter known as a storm bolter, which sacrifices accuracy for rate of fire.

Variant Equipment: Assault Terminator

The terminator may replace its power fist and storm bolter with a thunder hammer and storm shield, increasing its AC to 22. The terminator can wield the thunder hammer one-handed with no penalties. This does not affect the space marine’s challenge rating.

Charge. If the space marine moves at least 10 feet toward a target and then hits it with a thunder hammer attack on the same turn, the target takes an extra 13 (2d12) bludgeoning 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.

Multiattack. The space marine makes two thunder hammer attacks.

Thunder Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

See Also[edit]

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