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Elite Ultra (5e Creature)

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Elite Ultra

Medium monstrosity, neutral


Armor Class 16 (combat harness)
Hit Points 143 (13d8+39)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 14 (+2)

Saving Throws Cha +5
Skills Intimidation +5, Perception +5
Senses passive Perception 14
Languages Sangheili
Challenge 13 (10,000 XP)


Energy Shield Elite Ultras have 20 temporary hit points. If they do not receive damage for 3 rounds (18 seconds), they regain these temporary hit points. Temporary hit points gained in this manner can not exceed 20.

ACTIONS

Type-51 Carbine Ranged Weapon Attack: +5 to hit, range (150/300), reload (20), one target. Hit: 11 (2d8+3) piercing damage. This must be reloaded as an action.

Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Plasma Grenade Thrown Weapon Attack: +5 to hit, range (20/40), one target. Hit: 22 (5d6 + 2) radiant damage. On a hit, every creature within 5 feet must succeed a DC 13 Dexterity saving throw, taking 1/2 damage on a failure, and 1/4 damage on a success. Sangheili of this rank carry 2 plasma grenades.


Elite_Ultra_HR.jpg
An elite ultra.

The Sangheili Ultras are one of the top tier Covenant units and have served gallantly in multiple engagements throughout the Human-Covenant war. They command specific operations and are the Covenant's equivalent to UNSC field officers.

Zealot Variant Certain sangheili are tasked with the recovery of important Forerunner artifacts. In order to reduce possible damage to such holy relics, they are selected from the more skilled sangheili of each rank, and are given energy swords. Elite zealots of this rank have the following attacks in place of their normal attacks:

Shield Elite zealot majors hold either a physical or energy shield in their off-hand. They gain +2 AC.

'Multiattack. Elite zealots make two melee attacks.

Type-1 Energy Sword Melee Weapon Attack: +6 to hit, one target. Hit: 9 (2d6 + 4) fire damage.


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