Space Marine, Captain (5e Creature)

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Space Marine Captain[edit]

Large humanoid (human), any non-good alignment


Armor Class 19 (artificer armor)
Hit Points 115 (11d10 + 55)
Speed 30 ft.


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

Saving Throws Str +9, Con +9, Wis +8
Skills Athletics +9, Intimidation +7, Insight +8, Perception +8, Persuasion +7
Damage Resistances poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft.; passive Perception 18
Languages Common, one regional dialect
Challenge 9 (5,000 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 14 (4d6) 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 makes three attacks: two with its power sword and one with its plasma pistol, three with its power sword, or three with its plasma pistol.

Power Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if wielded in two hands. This weapon ignores resistance (but not immunity) to slashing damage.

Plasma Pistol. Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 10 (3d6) lightning damage.

Charged Shot. The space marine charges up and fires a single powerful shot from his plasma pistol at a target within the weapon’s normal range. The target and all creatures within a 10-foot radius of that target must make a DC 15 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 minute.
The space marine may opt to delay firing the charged shot until the start of its next turn, increasing the charge. If it does so, the blast radius increases to 20 feet and all creatures within that area instead take 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 hour.
A charged shot fired in a single turn consumes one quarter of the plasma pistol’s total energy. A charged shot that is fired on the next turn consumes one half of the plasma pistol’s total energy.

Leadership (3/Day). For 1 minute, the space marine 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 space marine. A creature can benefit from only one Leadership die at a time. This effect ends if the space marine is incapacitated.


See Space Marines (5e Creature)

Captains are the leaders of space marine companies and make up the leadership of a space marine chapter. Veterans of countless battles, they lead their forces by example and from the front, carving a bloody swathe through the opposition.

Legendary Commanders. A space marine must have decades if not centuries of combat experience to even be considered for the position of captain, and even amongst these distinguished veterans, only those with a history of great deeds or of superb leadership will be selected. Captains are thus expert strategists and tacticians, able to assess a situation at a glance and galvanize their subordinates with well-timed commands.

Honoured Wargear. A captain’s exemplary service entitles him to wield the most treasured arms and equipment in his chapter’s armoury. The typical captain wears a highly-personalized suit of artificer armor which offers greater protection than standard power armour, and wields a power sword whose energized blade can cut through all but the toughest materials like butter. Captains may also carry rare plasma pistols, which fire painfully bright balls of electrical energy that sear whatever they touch. These pistols can be charged to fire a far more powerful shot covering a sizeable area, but doing so quickly burns through the weapon’s energy supply.

Lordly Administrators. Space marine captains are not simply warlords. They sit on a council that makes up the leadership of a given chapter, and each captain is responsible for managing one aspect of the chapter’s logistics. The captain of a chapter’s First Company is often designated the successor to the Chapter Master, though in some chapters the two offices are one and the same.

Variant Equipment: Terminator Armour and Lightning Claws

The captain may replace his artificer armour with a suit of terminator armour, increasing his AC to 20 while reducing his movement speed to 20 ft. If he does so, he may also replace his power sword and plasma pistol with a pair of lightning claws.
A space marine captain with terminator armour and lightning claws has a challenge rating of 10 (5,900 XP).

Multiattack. The space marine makes three lightning claw attacks.

Lightning Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and 5 (1d10) lightning damage. This weapon ignores resistance (but not immunity) to slashing 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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