Elite Zealot (5e Halo Setting)

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Elite Zealot[edit]

Medium monstrosity, neutral


Armor Class 18 (combat harness)
Hit Points 230 (15d8+43)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 15 (+2) 11 (+0) 16 (+3) 16 (+3)

Saving Throws Cha +7
Skills Stealth +7, Perception +7, Deception +7, Acrobatics +7
Senses passive Perception 14
Languages Sangheili
Challenge 17 (18,000 XP)


Energy Shield Elite Zealots have 30 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 30.

ACTIONS

'Multiattack. Elite Zealots can make two melee attacks when they take the attack action.

Type-1 Energy Sword Melee Weapon Attack: +10 to hit, one target. Hit: 31 (4d12 + 5) radiant damage.

Plasma Grenade Thrown Weapon Attack: +10 to hit, range (20/40), one target. Hit: 23 (5d6 + 5) radiant damage. On a hit, every creature within 5 feet must succeed a DC 13 Dexterity saving throw, taking 1/2 damage on a failure, and 1/4 damage on a success. Sangheili of this rank carry 2 plasma grenades.


373-3735354_halo-reach-elite-zealot-halo-zealot.png
An elite zealot.

Sangheili Zealots are among the most skilled of all the Sangheili warriors and are hand-picked for the duty of retrieving precious Forerunner artifacts.


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