Large Monstrosity, Lawful Neutral
Armor Class 23 (21 without haste)
Hit Points 105 (10d12 + 50)
Speed 40 ft., (80 with haste) , Climb 30 ft. (60 with Haste), Swim 20 ft. (40 with haste)
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
17 (+3)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws STR +9, DEX +7, CON +8, WIS +7
Skills Acrobatics +7, Athletics +9, Intimidation +7, Perception +10
Damage Resistances Cold, Poison
Senses Blindsight 30 ft, (15 ft while deafened.), Darkvision 120 ft, Passive Perception 19
Languages Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

"Keep your cool" whenever a chill marine is hit with fire, lightning, or radiant damage, it looses advantage on saving throws against fear and gains disadvantage. 

Reaction-enhancement Neural fluid, PATTERN: FEAR. The CHILL marine is perpetually under the effects of a Haste spell. The chill marine is immune to having it's Haste spell dispelled. The marine has advantage on initiative rolls. If the Chill marine is frightened, it ceases being hasted. 

Feed on fear. Utilizing an enhanced phomonic system The CHILL marine can learn the fear of any creature it either: Eats the flesh of, smells within the same room for at least a minute, or tracks for at least an hour.

Indomitable.  The Chill marine has advantage on all saving throws against fear, poison, or cold damage, as well as the frightened condition.

Powered armor. all damage delt to the chill marine is reduced by 5, if the marine is hit with fire, lightning or radiant damage, this ability is disabled

Running Leap. The marine's long jump is up to 40 feet and its high jump is up to 35 feet when it has a running start.

Actions

Multi attack. The CHILL-marine makes two weapon attacks.

Fros-nife. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) piercing damage, plus 7 (3d6) cold damage.

Fros-bolter. RangedWeapon Attack: +7 to hit, range 80/360 ft., 1 target. Hit: 11 (3d6 + 4) piercing damage, plus 10 (4d6) cold damage, 

Burst Fire. the CHILL marine sprays a 15-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take the weapon’s normal damage.

Cold Breath (Recharge 5–6). The Chill marine exhales a blast of frost in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

 

Bonus Actions

Tacti-COOL. The CHILL marine can take the disengage action as a bonus action.

Reactions

Emergency Exit. as a reaction when an enemy moves within 30 of the CHILL marine, it can move back half it's speed in a direction away from the provoker of this reaction, and then take a shot with it's bolter.

Description

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Habitat: Urban

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