Space Marine, Dreadnought (5e Creature)
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Huge construct (human), any non-good alignment
Saving Throws Str +12, Con +10, Wis +8
Martial Advantage. Once per turn, the dreadnought 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 dreadnought that isn't incapacitated.
Siege Monster. The dreadnought deals double damage to objects and structures.
Multiattack. The dreadnought uses its Frightful Presence. It then makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a Large size or smaller creature, it is grappled (escape DC 20). Until the grapple ends, the creature is restrained. The dreadnought has two arms, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the dreadnought is hurled up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.
Heavy Flamer (Recharge 5-6). The dreadnought sprays liquid flame in a 60-foot cone. All creatures within that area must make a DC 19 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. Flammable objects and structures within the area catch fire.
Frightful Presence. Each creature of the dreadnought’s choice that is within 60 feet of the dreadnought and aware of it must make a DC 19 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 dreadnought’s Frightful Presence for 24 hours.
Dreadnoughts are fearsome, vaguely humanoid war machines that the space marines deploy to end difficult battles. These chugging, smoke-spewing hulks lumber into battle, breaking bodies and fortifications with every swing of their metal fists.
Revered Fallen. Despite the best efforts of their apothecaries, some space marines become so terribly injured that they can no longer move under their own power, let alone fight. To be left crippled is a terrible fate for a space marine, and many would prefer death; but some warriors are simply too valuable and experienced to euthanize. Instead, their broken bodies are wired into a life-sustaining sarcophagus which forms the core of a dreadnought, allowing them to live again after a fashion. When not deployed into battle, a dreadnought rests in a deathlike torpor, dreaming fitful dreams of past glories and defeats.
Eternal Service. Provided that it is not destroyed, a dreadnought may continue to serve its chapter for centuries if not millennia. It becomes an object of reverence to future generations of space marines, who may awaken the dreadnought to ask questions about their chapter’s history or consult it for tactical advice. But such a prolonged life takes a toll on the mind, and older dreadnoughts may become forgetful or confused, mistaking events and individuals in the present for those from their past life.
Unsubtle Juggernaut. A dreadnought is not a subtle weapon. It is a large and ungraceful thing with a top-heavy torso, bulky limbs that whir and clank with every movement, and engines that belch plumes of acrid black smoke at all times. The vibrations of its footfalls can be felt from dozens of yards away, and foes will either hear its approach or see its smoke long before the dreadnought itself becomes visible. But the dreadnought cares little that its enemies are aware of its approach, for its adamantine-plated shell is impervious to many forms of attack. It will simply wade into the enemies’ ranks and begin laying about with its massive fists, pulping bodies with every blow. One of its arms also sports a heavy flamer, with which it can set fortifications—and the defenders manning them---ablaze.
Variant Equipment: Autocannon
The dreadnought may replace one of its arms with an autocannon. It loses its ability to make heavy flamer attacks.
Multiattack. The dreadnought uses its Frightful Presence. It then makes three autocannon attacks.
Autocannon. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 16 (3d10) piercing damage. The autocannon has 180 rounds of ammunition.
Automatic Fire (Recharge 5-6). The dreadnought sprays a 60-foot cone with autocannon rounds. All creatures within that area must make a DC 16 Dexterity saving throw, taking 38 (7d10) piercing damage on a failed save, or half as much damage on a successful one. This consumes 30 rounds of ammunition.
Variant Equipment: Heavy Plasma Cannon
The dreadnought may replace one of its arms with a heavy plasma cannon. It loses the ability to make heavy flamer attacks.
Multiattack. The dreadnought uses its Frightful Presence. It then makes two heavy plasma cannon attacks.
Heavy Plasma Cannon. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 19 (3d12) lightning damage.
Charged Shot (Recharge 5-6). The dreadnought charges up and fires a single powerful shot from its plasma cannon at a target within the weapon’s normal range. The target and all creatures within a 20-foot radius of that target must make a DC 18 Dexterity saving throw, taking 45 (7d12) 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.
- Space Marines (5e Creature)
- Chaos Dreadnought, the corrupted counterpart of a space marine dreadnought.