Large Humanoid (Any Race), Any Good Alignment
Armor Class 23 Mark eight errant armour
Hit Points 171 (10d12 + 11)
Speed 45 ft.
STR
26 (+8)
DEX
18 (+4)
CON
26 (+8)
INT
16 (+3)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +12, CON +12, WIS +9
Skills Athletics +13, Intimidation +17, Medicine +20, Perception +15, Religion +10, Stealth +13
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 150, Passive Perception 20
Languages Common knows two before it was turned into a space marine
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

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.

Disciple of Life

Also starting at 1st level, your healing are more effective. Whenever Narthecium, the creature regains additional hit points equal to 20 (inculded in)

Channel Will: Preserve Life

Starting at 2nd level, you can use your faith in the emperor to heal the badly injured.

As an action,  evoke healing energy that can restore a number of hit points equal 150. Choose any creatures within 30 feet of you, and divide those hit points among them. You can’t use this feature on an non-space marine.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you Narthecium, you regain hit points equal to 20.

defibrillator 

when you use defibrillator as a action you can cast revifiy on a space marine 

Supreme Healing

Starting at 15th level, when you would normally roll one or more dice to restore hit points with a narthecium, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Actions

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.

Bolter pistol. RangedWeapon Attack: +13 to hit, range 120/360 ft., 1 target.Hit: 17 (4d8) piercing damage. The bolt pistol carries 15 rounds of ammunition.

Narthecium. The space marine tends to an injured creature, restoring 69 (6d12 + 32) hit points. That creature cannot regain hit points from this feature more than once per short rest.
Alternatively, the space marine stabilizes a dying creature, and that creature also regains (2d6+32) hit point.

 

 

Bonus Actions

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.

Reactions

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. 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

 

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.

Monster Tags: humanoid

weebnormal

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