Marked Sniper
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 Sniper
Medium Amalgam (Humanoid & Fiend), Lawful Evil
Armor Class: 14
Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 12 (+1) | 12 (+1) | 11 (+0) | 9 (-1) |
Skills: Perception +4, Stealth +8
Senses: passive perception 14
Languages: Common, Infernal
Challenge: 3 (700 XP) Proficiency: +2
Features
Ambusher: The Sniper has advantage on attack rolls against a creature that is not aware of its presence.
Dark Devotion: The Marked have advantage on saving throws against being charmed or frightened.
Superior Camouflage: The Sniper has advantage on checks made to hide.
Actions
Sniper Rifle: Ranged Weapon Attack: +9 to hit, range 360/1000 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Gas Grenade: The Sniper throws a grenade to a point it can see within 60 feet, where it emits gas in a 20-foot-sphere. This area is Heavily Obscured, and all creatures in this area must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. Creatures poisoned in this way may repeat the saving throw at the end of each turn, ending the effect on a success.
Azrael's Guide to the Apocalypse, printed pages 215, 217.