Fearsome Visage. Each creature that starts its turn within 30 feet of the raptor that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the raptor is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the raptor’s Fearsome Visage for the next 24 hours.
Hold Breath. The raptor can hold its breath for 15 minutes.
Keen Hearing and Sight. The raptor has advantage on Wisdom (Perception) checks relying on hearing or sight.
Raptor Strike. If the raptor flies at least 20 feet towards a creature and hits it with a chainsword attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Transhuman Physiology. The raptor has advantage on saving throws against poison, as well as to resist being blinded or deafened.
Multiattack. The raptor makes any two attacks.
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.
Frag Grenade (1/Day). The raptor 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 raptor 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 raptor'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 raptor may belong to one of the following chapters:
Alpha Legion- Master of Misdirection. The raptor can take the disengage action as a bonus action on its turn.
Black Legion- First Among Traitors. The raptor 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 raptor 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 raptor drops to 1 hit point instead.
Emporer's Children- Lightning Reflexes. The raptor has advantage on initiative rolls.
Iron Warriors- Siege Master. The raptor deals double damage to objects and structures.
Night Lords- Shadow Stealth. While in dim light or darkness, the raptor can take the hide action as a bonus action.
Thousand Sons- Magic Resistance. The raptor has advantage on saving throws against spells and other magical effects.
Word Bearers- Dark Devotion. The raptor has advantage on saving throws against being charmed or frightened.
World Eaters- Reckless. At the start of its turn, the raptor 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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Posted Jul 30, 2022Very cool!
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Posted Jul 31, 2022Thanks!