Marked Ironclad
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 Ironclad
Medium Amalgam (Humanoid & Fiend), Lawful Evil
Armor Class: 18 (Ballistic Armor & Shield)
Hit Points: 126 (12d10 + 60)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 20 (+5) | 10 (+0) | 10 (+0) | 9 (-1) |
Skills: Intimidation +6, Perception +3
Senses: passive perception 13
Languages: Common, Infernal
Challenge: 5 (1,800 XP) Proficiency: +3
Features
Dark Devotion: The Marked have advantage on saving throws against being charmed or frightened.
Actions
Multiattack: The Ironclad makes two Shotgun attacks.
Shotgun: Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the Ironclad and knocked prone.
Wrist Flamethrower: The Ironclad sends a blast of fire in a 30-foot-cone. All creatures in this area must make a DC 14 Dexterity saving throw, taking 14 (3d8) fire damage on a failure or half as much on a success. The fire spreads around corners. All flammable objects in this area are ignited if they aren’t being worn or carried.
Azrael's Guide to the Apocalypse, printed pages 215, 216.