Chaos Space Marine, Chaos Lord (5e Creature)

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Chaos Lord[edit]

Large humanoid (human), any evil alignment


Armor Class 18 (power armor)
Hit Points 138 (12d10 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 17 (+3) 23 (+6) 19 (+4) 17 (+3) 21 (+5)

Saving Throws Str +10, Con +10, Cha +9
Skills Athletics +10, Insight +7, Intimidation +9, Perception +7, Persuasion +9
Proficiency Bonus +4
Damage Resistances poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Infernal, one regional dialect
Challenge 12 (8,400 XP)


Legendary Resistance (2/Day). If the chaos lord fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The chaos lord's weapon attacks are magical.

Keen Senses. The chaos lord has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Power Armour. While wearing his armour, the chaos lord is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine.

Regeneration. The chaos lord regains 5 hit points at the start of its turn if it has at least 1 hit point.

Superhuman Biology. The chaos lord has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

ACTIONS

Multiattack. The chaos lord uses its Frightful Presence. It then makes three attacks: two with its power sword and one with its bolt pistol, three with its power sword, or three with its bolt pistol.

Power Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if wielded in two hands.

Bolt Pistol. Ranged Weapon Attack: +7 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.

Leadership (3/Day). For 1 minute, the chaos lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the chaos lord. A creature can benefit from only one Leadership die at a time. This effect ends if the chaos lord is incapacitated.

Frightful Presence. Each creature of the chaos lord’s choice that is within 30 feet of the chaos and aware of him must make a DC 17 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 chaos lord’s Frightful Presence for 24 hours.

BONUS ACTIONS

Cleave. When the chaos lord reduces a creature to 0 hit points with a melee attack on its turn, chaos lord makes a melee attack against a creature within its reach.


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Chaos lords are the cruel leaders of chaos space marine warbands. Driven and ambitious, these charismatic megalomaniacs wage war in search of fortune, glory, and ascension to immortal daemonhood.

Champions of Chaos. Whether through cunning, deception or force of arms, a chaos lord has clawed his way to the top of his warband. He may be motivated by a hatred of the god-emperor, a lust for power, a desire to face the mightiest foes in battle, or aspirations to transcend the mortal coil. Regardless of his motives, he has proven himself superior to the other chaos marines in his band and has gained their absolute respect, if not necessarily their undying loyalty. His ascension draws the attention of the Ruinous Powers, who watch his future campaigns with great interest.

Marked by the Gods. Chaos Lords often take one of the Chaos Gods as their patron, and in exchange for carrying out the deity’s goals in the mortal world he receives a Mark proclaiming him as a recipient of the god’s favour. This Mark can take various forms, but it is often an intangible boon: the Mark of Khorne might render a chaos lord fearless and incapable of being charmed, the Mark of Slaanesh might allow him to fight more vigorously in response to pain, the Mark of Nurgle might render him immune to poison and disease, and the Mark of Tzeentch might infuse him with the power of sorcery. Only one chaos lord has ever received the favour of all four Ruinous Powers, and he alone bears the Mark of Chaos Undivided.

Variant: Aligned Chaos Lords

This chaos lord has aligned himself with one of the four Chaos Gods and has received that god’s Mark. He gains one of the following four traits.
These traits do not affect the chaos lord’s challenge rating.

Mark of Khorne. The chaos lord is immune to being charmed or frightened and has advantage on Strength saving throws.

Mark of Nurgle. The chaos lord is immune to all poisons and diseases, is immune to poison damage, and has advantage on Constitution saving throws.

Mark of Slaanesh. The chaos lord has advantage on Dexterity saving throws and on saving throws against being charmed or frightened. Whenever the chaos lord takes damage from a melee weapon attack, the chaos lord gains advantage on the first melee weapon attack roll it makes on its next turn.

Mark of Tzeentch. The chaos lord is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chaos lord knows the following sorcerer spells:

Cantrips (at will): chill touch, fire bolt, message, prestidigitation, true strike
1st level (4 slots): magic missile, witch bolt
2nd level (3 slots): hold person, misty step
3rd level (3 slots): fireball, slow

Variant Equipment: Terminator Armour and Lightning Claws

The chaos lord may replace his power armour with a suit of terminator armour, increasing his AC to 20 while reducing his movement speed to 20 feet. If he does so, he may also replace his power sword and bolt pistol with a pair of lightning claws.
A chaos lord with terminator armour and lightning claws has a challenge rating of 13 (10,000 XP).

Multiattack. The chaos lord uses its Frightful Presence. It then makes three lightning claw attacks.

Lightning Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage and 5 (1d10) lightning damage.

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 Also[edit]

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