Marked Shock Trooper
The “Marked” Taskforce
The Hands and Feet of the Antichrist. Senator Jeremiah Resh has risen to power, and with Melissa Mendax as his right hand, he is the unquestioned authority in this new and last era of the Material Plane. However, when his mandates need to be enforced or insurgent groups of Christians need to be stamped out, Resh turns to his legion of loyal footsoldiers: the Marked Taskforce. The Marked are specially trained paramilitary organization that follow Resh’s orders without question. Their weapons and armor emblazoned with the “mark” of loyalty to Resh’s new Consolidated Nations, these operatives seek and destroy the enemies of the
International Unity Project, wherever they find it, but there’s more to them than meets the eye.
Dark Amalgams. It is not clear by what dark ritual they were created, but the “Marked” are Amalgams: a sinister mix of humanoids and fiends. Certainly, the Antichrist has many allies in the infernal realm, but fiends are not able to enter the Material Plane without causing a stir (and revealing Resh’s true identity in the process). To combat this, Resh has developed a way to contain the essence of a fiend in the flesh of a humanoid form. As a result, these dark amalgams possess both creature types: humanoid and fiend. For more on how amalgams function mechanically, see “Creature types” (page 6).
Marked Shock Trooper
Medium Amalgam (Humanoid & Fiend), Lawful Evil
Armor Class: 13 (Kevlar Armor)
Hit Points: 67 (9d8 + 27)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 9 (-1) |
Skills: Intimidation +6
Senses: passive perception 10
Languages: Common, Infernal
Challenge: 2 (450 XP) Proficiency: +2
Features
Dark Devotion: The Marked have advantage on saving throws against being charmed or frightened.
Actions
Automatic Rifle: Ranged Weapon Attack: +5 to hit, range 50/240 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Burst Fire: The Shock Trooper sprays a 10-foot-cube within 50 feet with shots from its automatic rifle. Each creature in that area must make a DC 13 Dexterity saving throw, taking 12 (2d8 + 3) piercing damage on a failed save or half as much on a success.
Azrael's Guide to the Apocalypse, printed pages 215, 217.