Elite Zealot (5e Halo Setting)
Elite Zealot[edit]
Medium monstrosity, neutral Armor Class 18 (combat harness)
Saving Throws Cha +7 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.
|
Sangheili Zealots are among the most skilled of all the Sangheili warriors and are hand-picked for the duty of retrieving precious Forerunner artifacts. |
Back to Main Page → 5e Homebrew → Creatures
Back to Halo (5e Campaign Setting)