Hold Breath. The havoc can hold its breath for 15 minutes.
Keen Hearing and Sight. The havoc has advantage on Wisdom (Perception) checks relying on hearing or sight.
Stabilising Talons. The havoc has advantage on saving throw against being pushed or knocked prone.
Transhuman Physiology. The havoc has advantage on saving throws against poison, as well as to resist being blinded or deafened.
Multiattack. The havoc makes two attacks with its chainsword or its bolt pistol, or three ranged attacks with its heavy bolter
Chainsword. 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 7 (2d6) slashing damage.
Bolt Pistol. Ranged Weapon Attack: +7 to hit, range 80/240 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.
Heavy Bolter. Ranged Weapon Attack: +7 to hit, range 120/360 ft., one target. Hit: 15 (2d10 + 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.
Frag Grenade (1/Day). The havoc 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 havoc 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 havoc'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
A havoc may belong to one of the following chapters:
Alpha Legion- Master of Misdirection. The havoc can take the disengage action as a bonus action on its turn.
Black Legion- First Among Traitors. The havoc 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 havoc 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 havoc drops to 1 hit point instead.
Emperor's Children- Lightning Reflexes. The havoc has advantage on initiative rolls.
Iron Warriors- Siege Master. The havoc deals double damage to objects and structures.
Night Lords- Shadow Stealth. While in dim light or darkness, the havoc can take the hide action as a bonus action.
Thousand Sons- Magic Resistance. The havoc has advantage on saving throws against spells and other magical effects.
Word Bearers- Dark Devotion. The havoc has advantage on saving throws against being charmed or frightened.
World Eaters- Reckless. At the start of its turn, the havoc 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
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5/15/2020 12:03:34 PM
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5/15/2020 1:43:40 PM
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5/15/2020 2:04:17 PM
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6/11/2020 10:16:28 AM
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6/11/2020 10:20:44 AM
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8/14/2020 3:38:30 PM
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