Large Humanoid (Fiend, Human), Chaotic Evil
Armor Class 19 Power Armor
Hit Points 92 (8d10 + 48)
Speed 35 ft., Walk 35 ft.
STR
21 (+5)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +8, CON +9, CHA +6
Skills Athletics +8, Intimidation +6, Perception +5
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Gear Chainsword, Bolt Pistol, Jump Pack, Plasma Pistol (Optional)
Senses Darkvision 60 ft, Passive Perception 15
Languages Abyssal, Common, Infernal, one regional dialect
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Brute. A melee weapon deals one extra die of its damage when the chaos marine hits with it (included in the attack).

Keen Senses. The chaos marine has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Pounce. If the chaos marine moves at least 20 feet toward a creature and then makes a chainsword attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the chaos marine can make a chainsword attack against it as a bonus action.

Power Armour. While wearing his armour, the chaos marine is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine.

Regeneration. The chaos marine recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining.

Superhuman Biology. The chaos marine has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

Actions

Multiattack. The chaos marine makes two chainsword attacks.

Chainsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage, or 21 (3d10 + 5) slashing damage if wielded in both hands.

Bolt Pistol. Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 9 (2d8) slashing damage. The bolt pistol carries 10 rounds of ammunition.

Rocket Jump (Recharge 5-6). The chaos marine propels itself to an unoccupied space within 35 feet, releasing a shockwave as it lands. All creatures within a 10-foot radius of this space must make a DC 16 Dexterity saving throw or be knocked prone.

Stunning Screech (1/Day). The chaos marine emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a chaos marine must succeed on a DC 17 Constitution saving throw or be stunned until the end of the chaos marine’s next turn

Variant Equipment: Plasma Pistol

Plasma Pistol. Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 10 (3d6) lightning damage.

Charged Shot. The raptor charges up and fires a single powerful shot from his plasma pistol at a target within the weapon’s normal range. The target and all creatures within a 10-foot radius of that target must make a DC 15 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 minute.


The raptor may opt to delay firing the charged shot until the start of its next turn, increasing the charge. If it does so, the blast radius increases to 20 feet and all creatures within that area instead take 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 hour.


A charged shot fired in a single turn consumes one quarter of the plasma pistol’s total energy. A charged shot that is fired on the next turn consumes one half of the plasma pistol’s total energy.

Description

Chaos raptors are the twisted counterparts of loyalist assault marines. These hunchbacked, birdlike figures let out horrifying shrieks as they land in their enemies’ midst, leaving their victims stricken with fear as they tear them asunder.

Avian Hunters. A raptor’s armour incorporates birdlike talons on its feet. When launching themselves at an enemy, raptors will typically hit them feet first, knocking their victim down and leaving them exposed to the raptor’s brutal follow-up attack.

Screaming Killers. Raptors are known for their unearthly shrieks, which they use to terrify opponents before attacking them. So loud and primal is this sound that those who hear it become paralyzed with fear for a few seconds, leaving them too stunned to react. Such stricken individuals become easy prey for the raptor.

Variant Equipment: Plasma Pistol

The chaos raptor may replace its bolt pistol with a plasma pistol.
A chaos raptor with a plasma pistol has a challenge rating of 8 (3,900 XP).

Plasma Pistol. Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 10 (3d6) lightning damage.

Charged Shot. The raptor charges up and fires a single powerful shot from his plasma pistol at a target within the weapon’s normal range. The target and all creatures within a 10-foot radius of that target must make a DC 15 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 minute.
The raptor may opt to delay firing the charged shot until the start of its next turn, increasing the charge. If it does so, the blast radius increases to 20 feet and all creatures within that area instead take 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 hour.
A charged shot fired in a single turn consumes one quarter of the plasma pistol’s total energy. A charged shot that is fired on the next turn consumes one half of the plasma pistol’s total energy.

AshNoxbough

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