We have finally caught up to my backlog and now I’m statting up monsters every week for the Warhammer 40k D&D 5E Hack!

Last week I got more into the whole “reskin statblocks” bit for xenos and standard NPCs (along with some Space Marine statblocks) and today we’re delving back into the technology side of things. Plus a Librarian for good measure.

BUT FIRST–what are those first 10 hack posts about? PLAYERS!

First post general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.

Second post the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor

Third post Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype

Fourth post Assault space marine barbarian archetype and the Imperial Commissar fighter archetype

Fifth post Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype

Sixth post ASSASSINORUM CLADES! My favorite. ❤

Seventh post Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)

Eighth post Sneaky space marines (I am Alpharius) and Rogue Trader bards!

Ninth post Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)

Tenth post One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin

Right then! Remember that these are NPCs good to have some better equipment so dole out cooler weapons from Hack #2!

Badass Tech Priest/other Mechanicus. This is an easy one–take an Archmage, remove time stop, give it a mechadendrite or two, a couple nice guns, 2-3 attacks a round, and a servo-arm. If you want some servoskulls you should probably check out the Tech-NPC post and work out some summaries of your own, but basically treat them as familiar homunculi with the construct type and no poison attack.

Mechadendrite. You can use your mechadendrite to directly interact with human-constructed machinery and while doing so have advantage on Intelligence (Technology) checks made with a device. In addition, you may use it to make melee weapon attacks (using your spell attack bonus) with a reach of 10 feet, dealing 1d8 + your Intelligence modifier bludgeoning damage on a successful hit.

Servo-Arm. Your servo-arm can be used to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, you may spend a bonus action to use it to make a melee weapon attack (using your spell attack bonus) against a creature within 5 feet, dealing 1d12 + 5 bludgeoning damage on a successful hit.

TECHMARINE

Large humanoid (adeptus astartes), any

Armor Class 17 (Mark VI power armor)

Hit Points 85 (10d10+30) regeneration 1 hp/minute

Speed 40 ft., jump 30 ft. horizontal/20 ft. vertical

STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 16 (+3) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Str +8, Con +6, Int +6

Skills Athletics +8, Investigation +6, Perception +4 (advantage), Stealth +6, Survival +4, Technology +9

Damage Resistances cold, fire, poison

Senses darkvision 120 ft., passive Perception 19

Languages Battlecant, Binary, High Gothic, Low Gothic

Challenge 7 (2,900 XP)

Action Surge (1/short rest). On the techmarine’s turn, he can take one additional action on top of his regular action and a possible bonus action.

Autofire. As a bonus action, the techmarine can fire his bolt rifle with disadvantage.

Powered Armor. The techmarine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.

Second Wind (1/short rest). On his turn, the techmarine can use a bonus action to regain 1d10+2 hit points.

Servo-Arm. The techmarine can use his servo-arm to pick up and hold objects but nothing that requires fine dexterity (such as typing on a dataslate or soldering a pair of goggles), treating its Strength score as 20. In addition, he may spend a bonus action to use it to make a melee weapon attack with his servo-arm.

Space Marine Organs. The techmarine ignores 1 point of damage whenever taking damage, can track and absorb memories by consuming genetic material, and has advantage on saving throws against disease and poison.

Techno-Gadgets: The techmarine’s techno-gadgets weigh 1 pound per spell level. The AC of a techno-gadget is equal to his AC while it is on his person and each has 20 hit points. While not in the techmarine’s possession, his techno-gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his techno-gadgets function and only the techmarine is able to use them.

Cortex Disassembler (1/long rest). The techmarine can cast fear or hypnotic pattern once without expending a spell slot.

Defribrilator (1/long rest). The techmarine can cast revivify once without expending a spell slot.

Spatial Prism (1/long rest). The techmarine can cast mirror image or see invisibility once without expending a spell slot.

Weaponized Technology (Recharge on short rest). The techmarine is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 12; +4 to hit with spell attacks). The techmarine can cast the following spells, though only when his technological weapons are on his person:

Cantrips: acid splash, eldritch blast, fire bolt, poison spray

3rd-level (3 spell slots): acid arrow, grease, lightning bolt, shatter, sleep, stinking cloud

ACTIONS

Multiattack. The techmarine attacks twice (not including attacks made by using bonus actions).

Unarmed. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Chainsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) bludgeoning if wielded in one hand or 10 (1d10+5) bludgeoning if wielded in two hands. While rending is active, increase one-handed damage by 5 (1d10) slashing and two-handed damage by 9 (2d6+2) slashing.

Bolter. Ranged Weapon Attack: +8 to hit, range 300/600, one target. Hit: 12 (2d8+3) bludgeoning damage plus 3 (1d6) thunder damage.

Servo-Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) bludgeoning damage.

LIBRARIAN (for a chaos sorcerer space marine, use the template )

Large humanoid (adeptus astartes), any good or lawful neutral

Armor Class 19 (Mark VI power armor, psyker field)

Hit Points 119 (14d10+42) regeneration 1 hp/minute

Speed 40 ft., jump 30 ft. horizontal/20 ft. vertical

STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 16 (+3) 14 (+2) 19 (+4) 14 (+2)

Saving Throws Str +9, Con +7

Skills Arcana +6, Athletics +9, Perception +8 (advantage), Stealth +7, Survival +8

Damage Resistances cold, fire, necrotic, poison, psychic

Senses darkvision 120 ft., passive Perception 23

Languages Battlecant, High Gothic, Low Gothic; telepathy 100 ft.

Challenge 11 (7,200 XP)

Action Surge (1/short rest). On the space marine’s turn, he can take one additional action on top of his regular action and a possible bonus action.

Autofire. As a bonus action, the space marine can fire his bolt rifle with disadvantage.

Magic Resistance. The librarian has advantage on saving throws against spells and other magical effects.

Powered Armor. The space marine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.

Second Wind (1/short rest). On his turn, the space marine can use a bonus action to regain 1d10+2 hit points.

Space Marine Organs. The librarian ignores 1 point of damage whenever taking damage, can track and absorb memories by consuming genetic material, and has advantage on saving throws against disease and poison.

Spellcasting. The librarian is an 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). As long as he has any spell slots left the librarian increases his AC by 2 and can cast invisibility at will. He has the following spells prepared:

Cantrips (at will): eldritch blast, fire bolt , light , mage hand , shocking grasp

1st level (4 slots): detect magic , identify , magic missile

2nd level (3 slots): detect thoughts , mirror image , misty step

3rd level (3 slots): counterspell , fireball, fly , lightning bolt

4th level (3 slots): banishment , fire shield , stoneskin

5th level (3 slots): cone of cold , scrying , wall of force

6th level (1 slot): globe of invulnerability

ACTIONS

Multiattack. The librarian casts one spell and makes an attack or he attacks twice (neither accounting for his bonus action).

Unarmed. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Power Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) if wielded in one hand, 10 (1d10+5) if wielded in two hands; plus 4 (1d8) force and 7 (2d6) psychic

Bolter. Ranged Weapon Attack: +9 to hit, range 300/600, one target. Hit: 12 (2d8+3) bludgeoning damage plus 3 (1d6) thunder damage.