Spartan-IV (5e Creature)

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Spartan-IV[edit]

Medium humanoid (human), lawful neutral


Armor Class 20 (Mjolnir Mk. VI)
Hit Points 204 (24d8 + 96)
Speed 35 ft.


STR DEX CON INT WIS CHA
19 (+4) 22 (+6) 18 (+4) 15 (+2) 13 (+1) 12 (+1)

Saving Throws Dex +10, Int +6
Skills Acrobatics +10, Athletics +8, Investigation +6, Perception +5, Stealth +10, Survival +5
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Gen 2 Energy Shields Spartans have 45 temporary hit points. They regain these temporary hit points at the end of each of their turns.

Evasion. When the Spartan attempts a Dexterity saving throw to take half damage on a success, such as a Fragmentation Grenade, they take no damage on a success, and half as much damage on a failure.

Headshot. The Spartans attacks score a critical hit on a roll of 18, 19, or 20.

Vehicle Specialist. The Spartan has proficiency in land, sea and air vehicles.

Bio-Foam Injector (4/day). When the spartan-IV takes damage, as a reaction, they can disperse bio-foam. They gain temporary hit points equal to the damage they took. They loose all temporary hit points and regain all charges at the end of a short rest.

Suit thrusters. The spartan-IV is capable of jumping 30ft, unit can also move 15ft without using movement once per turn if on ground, in low gravity or zero gravity environments the unit can fly at speed of 40ft

ACTIONS

Multiattack. The Spartan makes three attacks with their MA5B Assault Rifle, M6D Magnum, or gun bash.

MA5B Assault Rifle. Ranged Weapon Attack: +10 to hit, range (45/1800), one target. Hit: 15 (2d8 + 6) piercing damage.

M6D Magnum. Ranged Weapon Attack: +10 to hit, range (60/180), one target. Hit: 13 (2d6 + 6) piercing damage. This weapon does not have disadvantage when used within 5 ft. of the target. Scope (90).

Gun Bash. Melee Weapon Attack: +8 to hit, reach 5., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Fragmentation Grenade (4/day). Every creature within a 20 foot radius centered on one point within 60 feet of the marine must attempt a DC 15 Dexterity saving throw. On a failure, they take 19 (5d6) piercing damage. On a success, they take half as much damage.


Spartan_IV.png
A Spartan-IV, [Source]

Spartan-IV are often not augmented beyond an increased reaction time and instead are outfitted with extremely high tech suits to compensate, this makes them vulnerable when not in their armour, if a spartan 4 is placed in combat without their armour they are to be treated as a Spartan-I.

Variants: Specialization

Spartans are meant to be able to serve in all possible roles, but a soldier will inevitably find a certain means of engagement that suits them best, typically falling into one of the following:

Sniper. The Spartan's MA5B Assault Rifle attack is replaced by the following:

Sniper Rifle System 99C-Series 2. Ranged Weapon Attack: +10 to hit, range (100/1,000), one target. Hit: 19 (3d8 + 6) piercing damage. Scope (90). While benefiting from the scope property, the Spartan can see in dim light within 750 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of green.
Bipod As an action while the Spartan is prone or benefitting from half cover or three-quarters cover, they extend a bipod. Their Sniper Rifle's ranges extend 50 ft., they gain a +3 bonus on attack rolls with the weapon, and they must designate one cone with a range equal to their weapon's range. They can not make attacks with the rifle against targets outside of this cone, and may change the direction of this cone as an action. The Spartan may end these effects as an action.

CQB. The Spartan's MA5B Assault Rifle attack is replaced by the following:

M90 Shotgun. Ranged Weapon Attack: +10 to hit, range (20/100), one target. Hit: 13 (3d4 + 6) piercing damage. Targets within 10 feet take twice as much damage.
Combat Knife. Melee Weapon Attack: +10 to hit, reach 5., one target. Hit: 10 (1d8 + 6) slashing damage.

Specialist. The Spartan's MA5B Assault Rifle attack is replaced by the following:

Multiattack. The Spartan makes six attacks with their M6D Magnum, or gun bash.

Heavy. The Spartan's MA5B Assault Rifle attack is replaced by the following:

AIE-486H Heavy Machine Gun. Ranged Weapon Attack: +10 to hit, range (60/240), one target. Hit: 17 (2d10 + 6) piercing damage. The Spartan has disadvantage on attacks with this weapon on their turn if they move more than 5 feet.
Heavy Shielding. The Spartan's Energy Shield grants them 10 additional temporary hit points (55 total).

Designated Marksman. The Spartan's MA5B Assault Rifle attack is replaced by the following:

BR55 Battle Rifle. Ranged Weapon Attack: +10 to hit, range (150/300), one target. Hit: 15 (2d8 + 6) piercing damage.

Demolitions. The Spartan's MA5B Assault Rifle attack is replaced by the following:

SPNKR Rocket Launcher (8/day). Ranged Weapon Attack: +10 to hit, range (60/150), one target. Hit: 19 (3d8 + 6) bludgeoning damage. Each attack with this weapon targets all creatures within 15 ft. of the target. For every 5 ft. these "secondary targets" are from the initial target, they take -5 (1d8) damage. On a miss, targets take half as much damage unless they are benefitting from cover. Attack rolls with this weapon have advantage against vehicles that are not invisible. This weapon must be reloaded as an action after every 2 attacks with it.
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