Chaos Space Marine, Noise Marine (5e Creature)

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Noise Marine

Large humanoid, chaotic evil


Armor Class 18, 20 if hasted (power armor)
Hit Points 103 (9d10 + 54)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 20 (+5) 22 (+6) 16 (+3) 12 (+1) 19 (+4)

Saving Throws Dex +9, Con +10, Cha +8
Skills Acrobatics +9, Athletics +9, Intimidation +8, Perception +5
Damage Resistances poison, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities blinded, deafened
Senses blindsight 60 ft., darkvision 60 ft.; passive Perception 15
Languages Abyssal, Common, Infernal, one regional dialect
Challenge 9 (5,000 XP)


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

Fueled by Pain. If a hostile creature hits the chaos marine with a weapon attack, the chaos marine has advantage on the first melee weapon attack it makes on its next turn. This attack deals an extra 7 (3d4) damage if it hits.

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

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 attacks that aren’t adamantine.

Regeneration. The chaos marine recovers 6 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 combat knife attacks.

Combat Knife. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage.

Sonic Blaster. The chaos marine fires waves of painfully intense sound in a 30-foot cone. All creatures within the area must make a DC 17 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal or metal has disadvantage on the saving throw. Nonmagical objects that aren’t being worn or carried also take damage if they’re within the area.

Cacophony (Recharge 5-6). The chaos marine fills the air in its vicinity with painfully intense sound waves. All creatures within a 20-foot radius of the chaos marine must make a DC 17 Constitution saving throw, taking 31 (7d8) thunder damage on a failed save, or half as much damage on a successful one.
On a failed save, a creature is also deafened 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.

Combat Stimulants (3/Day). As a bonus action, the chaos marine injects itself with an alchemical concoction that duplicates the effect of a haste spell. For 1 minute, the chaos marine’s movement speed is doubled, its AC increases to 20, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object actions.


Noise marines are devotees of the Chaos God Slaanesh. Having given themselves wholly to the pursuit of excess and stimulation, these hedonistic degenerates take to the battlefield with bizarre weapons that use raw sound to blow their enemies apart.

Self-Indulgent Narcissists. Some chaos marines fight to topple the empire protected by their loyalist kin. Some fight to give vent to their rage. Some fight to further their ambitions and long-running plans. And some care nothing for these things. Such chaos marines are interested only in their own glory, in experiencing the visceral rush of combat and the thrill of being on the edge between life and death. These thrill-seekers draw the attention of Slaanesh, the Prince of Excess, who rewards them with celerity, grace, and senses far keener than those of any other space marine.

Seekers of Sensation. When a noise marine first receives Slaanesh’s blessing, his senses are overwhelmed by a tide of raw, unfiltered sensory input. The faintest touch becomes as pleasing as the caress of silk, and flashes of pain grow invigorating. But all too soon the intensity of these sensations fade, and the noise marine becomes desperate to recapture that glorious feeling by any means necessary. Almost inevitably he turns to self-mutilation, for pain becomes one of the only reliable stimuli for his warped senses. And the noise marine would have it no other way.

Bringers of Cacophony. A noise marine’s sense of hearing is sharper than his other senses, and so he craves auditory stimulation above all else. To that end he carries a sonic blaster, which projects waves of ear-splitting sound that can shatter stone and burst a man’s organs. To the noise marine’s warped ears its discordant tones are like sweet music, and when joined with the screams of his victims it forms a glorious symphony. So acute is his hearing that he can hear the sound of a pin dropping over this cacophony.

Variant Equipment: Doom Siren

The noise marine can replace its sonic blaster with a backpack-mounted doom siren. If it does so, it may also replace its combat knife with a chainsword and bolt pistol.
A noise marine with a doom siren has a challenge rating of 10 (5,900 XP).

Multiattack. The chaos marine makes two chainsword attacks.

Chainsword. Melee Weapon Attack: +9 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: +6 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.

Doom Siren (Recharge 5-6). The chaos marine projects waves of destructive sound in a 60-foot cone. All creatures within that cone must make a DC 17 Constitution saving throw, taking 31 (7d8) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also paralyzed until the end of its next turn.


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