Medium Humanoid (Any), Chaotic Evil
Armor Class 17 natural
Hit Points 125 (6d12 + 5)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
17 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +8, DEX +6, CHA +7
Damage Resistances Bludgeoning, Poison
Senses Passive Perception 16
Languages gothic abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

Implants


Secondary Heart Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.

  • Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.

Ossmodula Phase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet. This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid, bulletproof mass of interlocking plates.

  • You develop resistance to bludgeoning damage.
 

Biscopea Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.

  • Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.

Haemastamen Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.


Larraman's Organ Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells', which are released into the blood stream if the recipient is wounded. They attach themselves to leukocytes (white blood cells) in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer, acting like platelets, only better.

  • Once per long rest you may as a bonus Action regain Hit Points equal to 1d10 + Con.

Catalepsean Node Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marine's survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

  • a Space marine with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping and you ignore your 1st level of exahustsion for up to 14 days.

Preomnor Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.

  • Gain resistance to poison damage and advantage on saves Against any ingested poisons and diseases

Omophagea Phase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.

  • Gain advantage on checks to do with gaining knowledge of a Biological material that was ingested.

Multi-lung Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It also has highly efficient toxin dispersal systems.

  • You can breath under water and gain resistance to inhaled poisons, gases and deiseses and advantage on saves against such things.

Occulobe Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.

  • Gain dark vision out to 30ft and lowlight out to 60ft

Lyman's Ear Phase 11: Not only does this implant make a Space Marine immune to dizziness or motion sickness, it also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.

  • Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunities to any type dizziness or motion sickness
 

Sus-an Membrane Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. This organ is also known as the hibernator implant.

  • When a space marine fails its last death save, Make a constitution save DC 20, if passed the space marine dose not die but may be become dormant in a kind of stasis that can last for hundreds of years, you are unconcious and with the aid of a Tech Priest Biolagus you may be revived with a Medicine check DC10 + 1 for every 10 years the body has been in this stasis.

Melanchromic Organ Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.

  • Gain Resistance or advantage on saves against effects done by a sun or UV rays and Radiation damage.

Oolitic Kidney Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune or purged of most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.

  • you may use your entire turn to remove any poison conditionds or effects produced by a poison or venom.

Neuroglottis Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track a target by taste.

  • gain advantage on intelligence check to ID any chemicals in a mixture that you injested.

Mucranoid Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.

  • An apothecary or Tech Priest Bioligus may activate to provide resistance to radiant and Cold damage and Immunity to the effects of a vacum this only last for 24 hours and my only be done after a proper long rest has been preformed.

Betcher's Gland Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away "strong" metals, given sufficient time.

  • Once per short rest you may use a ranged attack with a range of 5ft you count as proficient with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficiency + your Con or they will be Blinded for 1d4 rounds

Progenoids Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured, each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.

  • These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has recently been able to harvest gene-seed at a rate previously unseen.

Black Carapace Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle. The Black Carapace was originally developed during the Unification era by the Terran scientist Amar Astarte. However it was flawed and could not be utilized until Ezekiel Sedayne perfected the technology.

  • This allows a Astartes to have a max dex bonus while Wearing power Armor, though you may not add your dex bonus to the AC.  

     

    Chaos Wrath

    Beginning at 1st level, as an chaos marine, you have an Unbridled rage, as a result, you may as a bonus action enter a state of Wrath, gaining the below abilities

    • You gain a bonus to all strength and Constitution saves and ability checks equal to your Wrath Bonus collum on the Chaos Space marine Table.
    • You gain a bonus to all damage dealt by Chaos Space marine weapon attacks Equal to the Wrath Bonus collum on the Chaos Space marine Table.
    • Gain Temporary hit points Equal to your Warth bonus + your Level x2

    Your Chaos Wrath lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Chaos Wrath on Your Turn as a Bonus Action.

    Once you have used you Chaos Wrath the number of times shown for your Space Marine level in the Chaos Wrath column of the Chaos Space Marine table, you must finish a Long Rest before you can use the Chaos Wrath again.


    Furthermore You count as having a Mark of Chaos for the perpouses of Hatred, even though you may not actually have a Mark of Chaos. 

    Death to the False Emperor

    Starting at 2nd level, whenever you score a critical hit with a weapon attack against an Imperial target, you may perform an additional attack as a bonus action with that weapon. This effect can only trigger from your standard attack actions. Furthermore you gain a +2 to all Melee attacks against Imperial Targets.

    Chaos Space marine
  •  
    Level Proficiency Bonus Features Chaos Wrath Wrath Bonus
    1st +2 Fighting Style, Chaos Wrath 2 +2
    2nd +2 Death to the False Emperor, Gifts of Chaos 2 +2
    3rd +2 Path of Destruction 3 +2
    4th +2 Ability Score Improvement 3 +2
    5th +3 Extra attack, 3 +3
    6th +3 Ability Score Improvement 4 +3
    7th +3 Path of Destruction Feature 4 +3
    8th +3 Ability Score Improvement 4 +3
    9th +4 Greater Chaos Wrath (1) 4 +4
    10th +4 Fighting Style (2), 5 +4
    11th +4 Path of Destruction Feature, Extra Attack (2) 5 +4
    12th +4 Ability Score Improvement 5 +4
    13th +5 Improved Death to the False Emperor 5 +5
    14th +5 Death is the end to my Wrath 5 +5
    15th +5 Path of Destruction Feature 6 +5
    16th +5 Ability Score Improvement 6 +5
    17th +6 The Long War 6 +6
    18th +6 Greater Chaos Wrath (2), Eternal Hate 6 +6
    19th +6 Ability Score Improvement 6 +6
    20th +6 Path of Destruction Feature Unlimited +6
Actions

Action Name. slash 

Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 8 ft., # target. Hit: # (#d# + #) [damage type] damage. 

Astartes Combat Knife - 1d8 Slashing/Piercing - One-Hannded, Special Requirement (Astartes)
Eviserator - 5D4 Slashing - Two-handed, Large, Bulky, AP+
Reactions

Reaction Name.  dodge attack sprint 

Description

he is a 8ft6 tall giant with a jet black suit all over his very muscular bulky body. his face is riddled with scars and he has a psychotic smile on his face most of the time. he has charred like skin with demonic runes carved into his flesh. his eyes glow a blood red crimson. he is seen with a large chain blade at all times.

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2024 2:58:49 PM
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Monster Tags: Demon

Raldoronthecrimsonknight

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