Chaos Space Marine, Dreadnought (5e Creature)

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Chaos Dreadnought

Huge construct, any evil alignment


Armor Class 19 (natural armor)
Hit Points 202 (15d12 + 105)
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 17 (+3) 17 (+3) 17 (+3)

Saving Throws Str +13, Con +12, Cha +8
Skills Intimidation +8, Perception +8
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Damage Immunities necrotic, poison
Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft.; passive Perception 18
Languages Abyssal, Common, Infernal, one regional dialect
Challenge 13 (10,000 XP)


Aggressive. As a bonus action, the dreadnought can move up to its speed toward a hostile creature that it can see.

Berserk. Whenever the dreadnought starts its turn with 100 hit points or fewer, roll a d6. On a 6, the dreadnought goes berserk. On each of its turns while berserk, the dreadnought attacks the nearest creature it can see. If no creature is near enough to move to and attack, the dreadnought attacks an object, with a preference for an object smaller than itself. Once the dreadnought goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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

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

Loud and Lumbering. The dreadnought has disadvantage on Dexterity (Stealth) checks.

Siege Monster. The dreadnought deals double damage to objects and structures.

Stability. The dreadnought has advantage on saving throws against being pushed or knocked prone.

ACTIONS

Multiattack. The dreadnought uses its Frightful Presence. It then makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a Large size or smaller creature, it is grappled (escape DC 21). Until the grapple ends, the creature is restrained. The dreadnought has two arms, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the dreadnought is hurled up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Heavy Flamer (Recharge 5-6). The dreadnought sprays liquid flame in a 60-foot cone. All creatures within that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. Flammable objects and structures within the area catch fire.

Frightful Presence. Each creature of the dreadnought’s choice that is within 60 feet of the dreadnought and aware of it must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dreadnought’s Frightful Presence for 24 hours.


Chaos dreadnoughts are similar to the dreadnoughts of loyalist space marines, but are often stronger and more aggressive. Far less lucid than their loyalist kin, these war machines are as liable to attack their allies as their enemies in the heat of battle.

Trapped Forever. To loyalist space marines it is a great honour to be interred within a dreadnought, and some chaos space marines treat their fallen warriors with similar respect and reverence. However, sometimes their dreadnoughts are not used to house grievously wounded veterans. Sometimes perfectly healthy chaos space marines are put into a dreadnought—not as a reward, but as a punishment for treachery or failure. To such chaos marines, being put into a dreadnought is a fate worse than death: their ambitions and aspirations will forever go unfulfilled, and they will be trapped in a metal box for the rest of their lives, unable to move until the warband has need of them.

Crazed Juggernauts. Chaos dreadnoughts are often left fully conscious between battles, unlike their loyalist kin, a fact that leaves them with unimaginable frustration. Only when they take to the field can they vent this frustration, and even then they teeter on the brink of madness. A chaos dreadnought that becomes heavily damaged during a fight may fly into a berserker rage, attacking anything in sight. When the battle is over, such crazed dreadnoughts are returned to their chambers and shackled like beasts within magical chains until their fury is finally spent and repairs can be made.

Variant Equipment: Lascannon

The chaos dreadnought can replace one of its arms with a lascannon. It does not lose the ability to make heavy flamer attacks.
A chaos dreadnought with a lascannon has a challenge rating of 14 (11,500 XP).

Multiattack. The dreadnought uses its Frightful Presence. It then makes two lascannon attacks, or one lascannon attack and one slam attack.

Lascannon. Ranged Weapon Attack: +7 to hit, range 180/600, one target. Hit: 19 (3d12) radiant damage.

Charged Shot (Recharge 5-6). The dreadnought fires a laser beam in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 58 (9d12) radiant damage on a failed save, or half as much damage on a successful one.

Overload (12d12 radiant damage)


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