Thursday, September 7, 2023

She Has Bone To Pick With You

I really like Marrow. I think she's one of my favorite obscure X-Men. I'm not going to deny that my initial interest was because I thought she was strangely hot when I was a teen. She really is an interesting character though and has had some good story arcs. You can learn more about her by watching the video below.  


Code Name: Marrow
Real Name: Sarah Rushman
Team Affiliations: X-Men, Krakoa, Hellfire Club, X-Force, Morlocks, Weapon Plus

Medium Human (Mutant), Chaotic Good

Armor Class: 18 (Bone Growths, Dexterity)
Hit Points: 114  (12d8+60)
Speed: 30 ft., climb 30 ft.
Challenge: 5 (1,800 XP)

Str 18 (+4) Dex 20 (+5) Con 20 (+5) Int 10 (+0) Wis 10 (+0) Cha 12 (+1)

Saving Throws: Dex +9, Con +9
Skills: Athletics +9, Stealth +9
Damage Resistances: Nonmagical bludgeoning
Senses: passive Perception 10
Languages: English

Unique Traits
Accelerated Bone Growth: Marrow has the ability to grow, shape, alter, her bone structure (including removing bones). 
Dual Hearts: Marrow has advantage on all skill checks and saving throws related to endurance.
Healing Factor: If Marrow as 1 or more HP at the beginning of his turn, he heals 10 HP.

Actions
Mutliattack: Marrow makes makes two melee attacks. 
Bone Claws/Blades/Spikes: Melee Weapon Attack. +9 to hit, reach 10 ft, one target, Hit: 8 (1d8+4) slashing or piercing damage. 
Throw Bone Spike: Ranged Weapon Attack. +9 to hit, range 10/50 ft, one target, Hit: 6 (1d6+3) piercing damage. 
Bone Nova (Recharge 6): Bone shrapnel and spikes fly from Marrow. Each creature within a 30 foot radius originating from her must make a Constitution saving throw (DC 17). On a failed saving throw they take 31 (6d8+5) piercing damage. On a successful save they take half as much damage. Marrow takes 15 points of piercing damage.

Reactions
Bone Shield: Marrow adds 5 to her AC against one attack that would hit her. To do so, the Marrow must see the attack.
Bone Spurs: Target creature that successfully hit Marrow with a melee attack must make a a Dexterity saving throw (DC 17). It takes 11 (2d6+5) piercing damage on a failed save, or half as much on a successful one.

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