Space Marine, Apothecary (5e Creature)

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Space Marine Apothecary[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) 16 (+3)

Saving Throws Str +8, Con +8, Wis +7
Skills Athletics +8, Intimidation +6, Medicine +7, 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 6 (2,300 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 weapons 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 both 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.

Narthecium. The space marine tends to an injured creature, restoring 15 (1d6 + 12) hit points. That creature cannot regain hit points from this feature more than once per short rest.
Alternatively, the space marine stabilizes a dying creature, and that creature also regains 1 hit point.
The narthecium has 10 uses per day.


225px-Apothecary_DOW2.jpg

See Space Marines (5e Creature)

Apothecaries are the medics of the space marines. These white-armoured giants are masters of life and death, capable of both saving lives and ending them with equal skill.

Healer’s Colours. Apothecaries are set apart from their fellow space marines by the white paint of their armour, with only the left pauldron displaying the colours of their actual chapter. The right pauldron bears a medical symbol known as the Prime Helix, signifying their occupation as a healer and medic.

Battlefield Surgeons. Even with their superhuman durability, space marines are far from immortal. An apothecary swears a solemn oath to keep his fellow space marines alive, and every company in a space marine chapter has an attached apothecary for that exact purpose. Each apothecary carries a highly-advanced healer’s kit known as a narthecium, which he uses to tend to injured and dying space marines, restoring them to fighting fitness whenever possible… and administering the “Emperor’s Peace” to those who cannot be saved.

Bringers of New Life. In addition to providing battlefield healing and euthanasia, apothecaries are charged with ensuring the future creation of new space marines. They carry out the grisly procedures which convert ordinary human youths into space marines and monitor these initiates for signs of rejection and failure. They also carry out the grim duty of harvesting certain organs from deceased space marines, which carry the “gene-seed” necessary to create the additional organs and implants required by future space marines.


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