| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 14 | +2 | +8 |
| CON | 16 | +3 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Combat Hardened. The marine has advantage on saving throws against being frightened.
Squad Coordination. When within 10 feet of an allied marine, the marine adds +1 to attack rolls and saving throws.
Grenadier (1/Day). The marine can throw a frag grenade (see Actions).
Assault Rifle (MA5 Series). Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target.
Hit: 8 (2d6 + 1) piercing damage.
M6 Magnum Sidearm. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target.
Hit: 6 (1d10 + 1) piercing damage.
Combat Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
Frag Grenade (1/Day). The marine throws a grenade up to 60 ft. Each creature within 10 feet of the impact point must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success.
Cover Reflex: When a creature the marine can see targets them with a ranged attack, the marine may dive for cover, gaining +2 AC until the start of their next turn. (Usable once per round.)
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 Action Name. 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
UNSC Marines are disciplined, resourceful infantry trained for combat in space and planetary operations. They work in fireteams and support ODSTs and Spartans when needed. Though lightly armored compared to Spartans, they are brave and capable fighters against overwhelming odds.
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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