Elite Major (5e Halo Setting)
Elite Major[edit]
Medium monstrosity (Sangheili), neutral Armor Class 15 (combat harness)
Saving Throws Cha +4 Energy Shield Elite Majors 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. ACTIONSMultiattack The Elite Major makes 2 plasma rifle or pistol whip attacks in one turn. Type-25 Plasma Rifle Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 21 (4d8 + 3) lightning damage. This must be reloaded as an action after 20 shots. This attack does not have disadvantage against creatures within 5 feet of the major. Pistol Whip. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 2) bludgeoning damage. Plasma Grenade Every creature within 5 foot radius centered on one point within 30 feet of the Sangeheili must attempt a DC 15 Dexterity saving throw. On a failure, they take 26 (7d6 + 2) radiant damage. On a success, they take half as much damage. Sangheili of this rank carry 2 plasma grenades.
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Sangheili Majors usually command groups of Minors as well as other Covenant races in ground combat situations. In addition to commanding ground forces, Majors may also occupy the role of a "second-master" on a starship, effectively acting as the Shipmaster's second in command. |
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