Brave. The space marine is immune to the frightened condition
Keen Senses. The space marine has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell
Martial Advantage. Once per turn, the space marine can deal an extra 11 (2d10) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the space marine that isn't incapacitated.
Regeneration. The space marine recovers 15 hit points at the start of each of its turns as long as it has at least 1 hit point remaining.
Superhuman Biology. The space marine is immune to poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.
Insulated. The space marine has advantage on saving throws against the effects of exposure to extreme heat and extreme cold.
Fighting Style. As an Astarte's you're trained in most types of prevalent combat, but You've picked a favored style of combat, You gain 1 Fighting style at lvl 3, another at 9 ( Marksmanship You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Fortified build You gain advantage against any effects which would displace you or effects that would make you go prone.)
Carry A Big Gun. At level 2 you've been trained so that your reloads are basically done in nanoseconds, you ignore the reload property on ranged weapons except for weapons' with the heavy property, They instead use a bonus action to reload. Bolters and bolt pistol's do not have the heavy property nor do bolter's have the two-handed property when you wield them.
PROMOTIONS. At level 10 you've been promoted to sergeant and can lead your squad to greatness. So long as an ally is within 25ft of you, they gain +1 to their attack rolls and advantage on their first attack roll in the combat encounter
Emperor's Fury. At Level 13 you've gained access to the rage of the emperor's finest. For 1 minute you gain advantage on all attacks, during an emperor's fury when you cause a creature to reach 0 hp you can execute the enemy and gain 13 temp hp. You can only use this ability once per long rest
Champion of Humanity: At level 14 You are the best defense against the uncaring world that leaves humanity wanting, you are their bulwark against the nightmares and the foul beings of an uncaring world and you shall hold, When you reach half health you can as an action inspire your allies giving them a d12 inspiration die which only be used in combat. you regain use of this ability after a long rest.
- Crashing Faith. At level 5 as an action can fly straight into the air and within your movement range crash down with thunderous fury causing enemies within a 10ft radius to make a Dexterity save DC 15 or take 3d12 thunder damage plus a Strength save DC 15 or be knocked prone. At level 18 the enemies must also make a wisdom save DC 15 or become frightened of you
- CQC-Doctrine. At level 10 You've become fully trained within the rapid assault doctrine you gain the effects of the Dual wielder feat but it also applies to ranged weapons and gain a +2 to hit when wielding two weapons, When wielding a two handed melee weapon you add weapon damage to your thunderous crash after crashing
Fully Sealed. While wearing the helmet, and there are no holes in the armor, you can breathe as if you always have air.
Night Vision. While wearing the helmet, you have darkvision out to 60 feet.
Life Support Systems. You are immune to extreme weather conditions and extreme heat and cold.
Servo Motors. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Vox-Unit. the vox unit provides communication to any equipped with another vox unit in 4 miles.
Increased Protection. Thanks to innovations within design philosophy we are able to increase armor density and boot plating, you have resistance to bludgeoning, piercing, and slashing damage while wearing the armor.
Improved Rebreather. With new filtration technology we can ensure safety even in the most toxic or putrid environments, while wearing the helmet, you are immune to airborne poison or disease.
Pauldron Storage. The shoulders act as a rapid deployment system for ammunition. You can store up to 50 bolter rounds inside the pauldrons, and when you reload a weapon which uses them, you can use these rounds to reload the weapon without taking an action or bonus action.
Extra Attack: the space marine can attack 4 times twice with his Chainsword twice or twice with his Light bolter
Chain Sword. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target.Hit: 29 (4d10 + 8) slashing damage, or 33 (4d12 + 8) slashing damage if wielded in two hands.
Light Bolter. RangedWeapon Attack: +13 to hit, range 120/360 ft., 1 target.Hit: 17 (4d8) piercing damage and 21 (4d10) slashing damage. The bolt pistol carries 10 rounds of ammunition.
Hold fast. At level 6 you can as a bonus action take a knee and become 3/4 cover for your allies and this counts as you being behind 1/2 cover.
Parry. The unarmored space marine adds 4 to its AC against one melee attack that would hit it. To do so, the unarmored space marine must see the attacker and be wielding a melee weapon.
I've got your Back. At level 6 when behind cover or being engaged, as a reaction you can taunt enemies within 60ft of you, enemies must pass a DC 23 Intimidation to not be taunted, You gain AC bonus equal to the number of enemies taunted, you lose this bonus if you move positions. You can use this feature once per short rest.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
eight to nine foot tall roided men who are the elite troops of the emporer stopping all in their track
Variant Equipment: Power Axe. The assault marine may replace his chainsword with a power axe. This weapon has the same statistics as a chainsword, but ignores resistance (but not immunity) to slashing damage from nonmagical attacks. This weapon does not affect the space marine’s challenge rating.
Variant Equipment: Storm Shield. The assault marine may replace his bolt pistol with a storm shield, increasing his AC to 25 while losing the Quick Shot trait. This does not affect the space marine’s challenge rating.
Variant Equipment: Thunder Hammer. The assault marine may replace both his chainsword and his bolt pistol with a thunder hammer. This is a heavy weapon that must be wielded in two hands, and it ignores resistance (but not immunity) to bludgeoning damage. This weapon does not affect the space marine’s challenge rating. Thunder Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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