Medium Humanoid, Neutral
Armor Class 21 +3 Full Plate
Hit Points 66 (14d8)
Speed 110 ft.
STR
21 (+5)
DEX
18 (+4)
CON
19 (+4)
INT
15 (+2)
WIS
8 (-1)
CHA
16 (+3)
Saving Throws STR +8, DEX +7, CON +7, CHA +6
Skills Athletics +7, Perception +5, Stealth +5
Damage Immunities Acid
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Resistances. 

Born to the Saddle. Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark.  When the Marine hits a creature with a melee weapon attack, They can mark the creature until the end of your next turn. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals 8 extra damage. Regardless of the number of creatures you mark, you can make this special attack 4 times.

Warding Maneuver. If the marine or a creature it can see within 5 feet is hit by an attack, it can roll 1d8 as a reaction. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

Hold the Line.  Creatures provoke an opportunity attack from the Marine when they move 5 feet or more while within its reach. If they hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger. If the Marine moves at least 10 feet in a straight line right before attacking a creature and hits it with the attack, that target must succeed on a DC 16 Strength saving throw or be knocked prone. 

Actions

Multiattack. The Marine makes two Lance attacks.

Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 6) Piercing damage.

 

Bonus Actions

Helm of Dragon's Essence. The Marine enhances their next weapon attack. If the next attempt to hit is successful it will deal an additional 1d6 acid damage and reduce the Target's Melee Attack modifier by 1.

Song of the Dragon Marines. Allows all other Dragon Marines that can hear the Song to Perform their Helm of Dragon's Essence As a free action 

Habitat: Any

Byrce_Gyeaoregg

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