Elite Minor (5e Creature)
Elite Minor[edit]
Medium monstrosity (Sangheili), neutral Armor Class 15 (combat harness)
Saving Throws Cha +2 Mass Produced Energy Shield Elite minors have 10 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 10. ACTIONSType-25 Directed Energy Pistol Ranged Weapon Attack: +3 to hit, range (20/120), one target. Hit: 3 (1d4 + 1) lightning damage. This weapon does not have disadvantage when used within 5 ft. of the target. The elite may charge this pistol as an action. If they do not spend their next action as an Attack, it loses its charge. The next attack the elite makes with this weapon while it has this charge deals 10 (2d8 + 1) lightning damage, deals twice as much damage to temporary hit points, and causes vehicles to become paralyzed until the beginning of the user's next turn. Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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The rank of minor is the lowest rank of elites. Elite minors wear purple armor and are deployed as standard footsoldiers, though still vastly beyond the abilities of grunts and jackals. Most elite minors fight for the purpose of attaining higher rank to be put on higher risk missions for greater honor. 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 zealot minors have the following attacks in place of their normal attacks: Multiattack. Elite zealots make two melee attacks. Type-1 Energy Sword Melee Weapon Attack: +4 to hit, one target. Hit: 15 (2d12 + 2) radiant damage. |
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