Scro Marine (5e Creature)

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Scro Marine[edit]

Medium humanoid (orc), lawful evil


Armor Class 13 (studded leather)
Hit Points 15 (2d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 10 (+0) 11 (+0) 12 (+1)

Saving Throws Wis +2
Skills Athletics +5, Intimidation +3, Survival +2
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish, Orc
Challenge 1 (200 XP)


Hardened Sailor. The scro adds its proficiency bonus to skill checks involving the use or control of spelljamming vessels.

Spiked Armor. A creature that grapples or is grappled by the scro takes 3 (1d4) piercing damage at the start of each of the scro's turns.

ACTIONS

Multiattack. The scro makes two attacks: one with its battleaxe and one with its spiked gauntlet.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Spiked Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Rifle. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 1) piercing damage.

BONUS ACTIONS

Aggressive. The scro moves up to its speed toward a hostile creature that it can see.


Marines form the backbone of scro military units and ship’s crews. They are trained from birth to be relentless fighters and unshakeable in the face of overwhelming odds. They are issued spiked leather armor which affords both protection and agility in ship-to-ship combat. Most favor axes as weapons, which they wield in both hands during boarding actions.

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