Elite Ground Unit (D20 Modern Creature)
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Elite Ground Unit
|Size/Type:||Large Monstrous Humanoid|
|Hit Dice:||5D10+1D6+25 (72 hp)|
|Armor Class:||28, touch 20, flat-footed 18|
|Base Attack/Grapple:||+5/+16 (5+7+4)|
|Attack:||+15 Ranged Plasma Rifle (2D8+2/19-20x2)or +15 Ranged Needler (2d4/20x2)or +12 Melee Bash (1d6+6/20x2)|
|Full Attack:||+15 Ranged Plasma Rifle (2D8+2/19-20x2)or + Ranged Needler (2d4/20x2)or +11/+6 Melee Bash (1d6+6/20x2)|
|Special Attacks:||Autofire,Plasma Grenade|
|Special Qualities:||Weak Spot,Full Body Shielding (35/16)|
|Saves:||Fort +10, Ref +13, Will +4|
|Abilities:||Str 24, Dex 30, Con 26, Int 14, Wis 16, Cha 10|
|Skills:||Pilot +13,Drive +13,Spot +11,Knowledge (Tactics)+9|
|Feats:||Personal Weapon Proficiency,Armor Proficiency (Light),Armor Proficiency (Medium),Weapon Focus (Plasma Rifle),Weapon Focus (Needler),Weapon Specilization (Plasma Rifle),Weapon Proficiency (Plasma Cannon),Improved Critical (Plasma rifle)|
|Treasure:||Sangheili Ground Harness (Red),Plasma Rifle or Needler,2-4 plasma Grenades.|
|Advancement:||By character class|
A hulking creature towers over you, nearly 9 feet tall and covered in sleek red plates. Its mandibles are split and you can see the sharp teeth that line them. It roars a challenge, raises an unusually shaped smooth blue alloy weapon and fires a glowing blue bolt.
Sangheili Majors are more reserved and tactical than their subordinates. They will move to cover while firing and commanding Minors to do the same. They will resort to grenades only if faced with heavy vehicles. If wounded they will seek cover and try to recharge their shields. They are very religious and will spout curses at their enemies such as "Heritic". If faced by a Spartan II they will immediately try to kill them naming them as "Demon".
They Speak Covenant and Sangheili.
Autofire:See combat section on MSRD.
Plasma Grenade:See d20m Homebrew Campaign Setting "Halo" weapons.
Weak spot:On a critical hit against an Elite there is a 20% chance that it will do 1d8 bonus damage
Full Body Energy Shielding:Due to salvaged Forerunner technology all Elites have shimmering fields of energy that snap into place when they are hit. At first all attacks against the Elite are touch and do damage to his energy shields (22 hp). When the energy shields are down attacks are made as normal. At the start of the second turn that an elite is not hit his shields regenerate 11 points per round to a maximum of 22.
Coordination - The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.