Elite Ultra (5e Halo Setting)
From D&D Wiki
Elite Ultra[edit]
Medium monstrosity, neutral Armor Class 16 (combat harness)
Saving Throws Cha +5 Energy Shield Elite Ultras have 25 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 25. ACTIONSType-51 Carbine Ranged Weapon Attack: +9 to hit, range (150/300), reload (20), one target. Hit: 18 (3d8+4) piercing damage. This must be reloaded as an action. Pistol Whip. Melee Weapon Attack: +7 to hit, reach 5., one target. Hit: 6 (2d4 + 2) bludgeoning damage. Plasma Grenade Thrown Weapon Attack: +9 to hit, range (20/40), one target. Hit: 26 (6d6 + 4) radiant damage. On a hit, every creature within 5 feet must succeed a DC 13 Dexterity saving throw, taking 1/2 damage on a success. Sangheili of this rank carry 3 plasma grenades.
|
The Sangheili Ultras are one of the top tier Covenant units and have served gallantly in multiple engagements throughout the Human-Covenant war. They command specific operations and are the Covenant's equivalent to UNSC field officers. |
Back to Main Page → 5e Homebrew → Creatures
Back to Halo (5e Campaign Setting)