Elite Major (D20 Modern Creature)
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|Size/Type:||Medium Monstrous Humanoid|
|Hit Dice:||3d8+3d10+9 (33 hp)|
|Armor Class:||22, touch 16, flat-footed 16|
|Attack:||+9 Ranged Plasma Rifle (2D8+2/19-20x2)or +11 Ranged Needler (2d4/20x2)or +11 Melee Bash (1d6+6/20x2)|
|Full Attack:||+9/+4 Ranged Plasma Rifle (2D8+2/19-20x2)or +11/+6 Ranged Needler (2d4/20x2)or +11/+6 Melee Bash (1d6+6/20x2)|
|Special Attacks:||Autofire,Plasma Grenade|
|Special Qualities:||Weak Spot,Full Body Shielding (22/11)|
|Saves:||Fort +5, Ref +7, Will +1|
|Abilities:||Str 21, Dex 14, Con 15, Int 12, Wis 10, 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)|
|Organization:||single ,Heavy Squad 1 plus 2 Elite Minors and 4-8 grunts or larger groups in unusual circumstances.|
|Treasure:||Sangheili Combat 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.
Some Majors have vacum sealed armor and Anti-Gravity packs. These are elite Rangers. Elite Special Forces wear black armor and often have Active Camoflage.
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.
These Stats are for an elite with levels: Monstrous humanoid 2/Strong Hero 1/Soldier 5. These are my gift to all you lazy GMs out there!--Owen 04:53, 19 March 2010 (UTC)