Elite Minor (D20 Modern Creature)
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Elite Minor[edit]
Size/Type: | Medium Monstrous Humanoid |
---|---|
Hit Dice: | 2d8 (11 hp) |
Initiative: | +1 |
Speed: | 40ft |
Armor Class: | 15, touch 11, flat-footed 14 |
Base Attack/Grapple: | +2/+6 |
Attack: | +3 Ranged Plasma Rifle (2D8/20x2)or +5 Ranged Needler (2d4/20x2)or +6 Melee Bash (1d6+4/20x2) |
Full Attack: | +3 Ranged Plasma Rifle (2D8/20x2)or +5 Ranged Needler (2d4/20x2)or +6 Melee Bash (1d6+4/20x2) |
Space/Reach: | 5ft/5ft |
Special Attacks: | Autofire,Plasma Grenade |
Special Qualities: | Weak Spot,Full Body Shielding (22/11) |
Saves: | Fort +1, Ref +4, Will -1 |
Abilities: | Str 18, Dex 12, Con 13, Int 12, Wis 8, Cha 7 |
Skills: | Pilot +3,Drive +3,Spot +3 |
Feats: | Personal Weapon Proficiency |
Environment: | Covenant Ships/Worlds |
Organization: | single ,Squad 1 plus 2-3 grunts,Heavy Squad 2 plus 1 Elite Major and 4-8 grunts or larger groups in unusual circumstances. |
Challenge Rating: | 2 |
Treasure: | Sangheili Combat Harness (blue),Plasma Rifle or Needler,2-4 plasma Grenades. |
Alignment: | Lawful Covenant |
Advancement: | By character class |
Level Adjustment: | +2 |
Description[edit]
A hulking creature towers over you, nearly 9 feet tall and covered in sleek blue plates. Its mandibles are split and you can see the fangs that line them. It roars a challenge, raises an unusually shaped smooth blue alloy weapon and fires a glowing blue bolt.
Combat[edit]
Sangheili Minors are reckless and wild. They will move toward their enemies while firing weapons until they can bash with the butt of their weapons. They will resort to grenades only if ordered to or 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 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 beginning of the second turn that an elite is not hit his shields regenerate 11 points per round to a maximum of 22.
This is a standard Elite with 2 levels in monstrous humanoid. This is my gift to all the lazy Game Masters out there! --Owen 12:18, 19 March 2010 (UTC)
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