Large Humanoid, Chaotic Evil
Armor Class 18 (power armour)
Hit Points 152 (16d10 + 64)
Speed 40 ft.
STR
19 (+4)
DEX
19 (+4)
CON
19 (+4)
INT
19 (+4)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +7, CON +7, WIS +7
Skills Athletics +7, Intimidation +7, Perception +7, Survival +7
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Hold Breath. The aspiring champion can hold its breath for 15 minutes.

Keen Hearing and Sight. The aspiring champion has advantage on Wisdom (Perception) checks relying on hearing or sight.

Transhuman Physiology. The aspiring champion has advantage on saving throws against poison, as well as to resist being blinded or deafened.

Actions

Multiattack. The aspiring champion makes three attacks; two with its power sword and one with its bolt pistol, or one with its power sword and two with its bolt pistol.

Power Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage.

Bolt Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 7 (2d6) bludgeoning damage. Miss: Each creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage.

Aspire to Glory (Recharges After a Short or Long Rest). For 1 minute, the aspiring champion can utter a special command or warning whenever an allied chaos space marine that it can see within 30 feet of it makes an attack roll or a saving throw. The chaos space marine can add a d4 to its roll provided it can hear and understand the aspiring champion. A chaos space marine can benefit from only one Aspire to Glory die at a time. This effect ends if the aspiring champion is incapcitated.

Frag Grenade (1/Day). The aspiring champion throws a fragmentation grenade at a point it can see within 60 feet. Each creature in a 15-foot radius, centred on that point, must make a DC 15 Dexterity saving throw, taking 17 (5d6) slashing damage on a failed saving throw, or half as much damage on a successful one.

Krak Grenade (1/Day). The aspiring champion throws a krak grenade at a point it can see within 20 feet, or attaches it to a point on a Medium or larger object or structure it can reach. At the end of the aspiring champion's turn, the grenade explodes. Each creature within 5 feet of the grenade when it explodes must make a DC 15 Dexterity saving throw. A creature takes 28 (8d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. Objects and structures in the area also take this damage.

Description

An aspiring champion may belong to one of the following chapters:

Alpha Legion- Master of Misdirection. The aspiring champion can take the disengage action as a bonus action on its turn.

Black Legion- First Among Traitors. The aspiring champion has advantage on attack rolls while it is within 5 feet of an allied chaos space marine with this trait.

Death Guard- Disgustingly Resilient. If the aspiring champion is reduced to 0 hit points by damage, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the aspiring champion drops to 1 hit point instead.

Emporer's Children- Lightning Reflexes. The aspiring champion has advantage on initiative rolls.

Iron Warriors- Siege Master. The aspiring champion deals double damage to objects and structures.

Night Lords- Shadow Stealth. While in dim light or darkness, the aspiring champion can take the hide action as a bonus action.

Thousand Sons- Magic Resistance. The aspiring champion has advantage on saving throws against spells and other magical effects.

Word Bearers- Dark Devotion. The aspiring champion has advantage on saving throws against being charmed or frightened.

World Eaters- Reckless. At the start of its turn, the aspiring champion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2020 10:37:10 PM
2
0
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Coming Soon
6/10/2020 9:54:14 PM
13
1
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Coming Soon
8/14/2020 3:43:11 PM
30
1
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Coming Soon
skeletonducky

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