Grunt Major (5e Creature)

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Grunt Major[edit]

Small monstrosity, neutral

Armor Class 16 (grunt combat harness)
Hit Points 27 (6d6+6)
Speed 20 ft., climb 20 ft.

16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

Senses passive Perception 10
Languages Common, Unggoy
Challenge 2 (450 XP)

Keen Senses. The grunt major has advantage on Perception checks that rely on smell.

Methane Explosion. When the grunt major is reduced to 0 hit points, roll 1d8. On a 1, the grunt minor's methane tank explodes, and all creatures within 10 feet must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.


Charge Pistol. The grunt major charges its pistol, increasing the damage of its next plasma pistol attack to 6d6. If the grunt major becomes incapacitated, prone, restrained, or if its weapon is released by any other means, all the charged energy is depleted with no effect.

Multiattack. The grunt major makes two weapon attacks.

Pistol Whip. Melee Weapon Attack: +5 to hit, reach 5., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Plasma Pistol. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit: 12 (3d6 + 2) lightning damage.

Plasma Grenade. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: the creature is not allowed a Dexterity save to reduce the damage taken. The grunt major can throw a plasma grenade at either a creature or a point within range. Each creature within 20 feet of the target must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. A grunt major carries 1-2 plasma grenades.

Grunt majors are a small step above grunt minors in terms of experience, ability, and courage, often leading a group of grunt minors into battle. They are distinguished by wearing red armor, and they carry one or more plasma grenades. They are far less likely cowardly than grunt minors and rarely run away unless the odds are heavily stacked against them.

Variant. Some grunt majors are armed with a needler which fires explosive crystalline projectiles instead of a plasma pistol. A grunt major with a needler loses its charge pistol and plasma pistol actions and gains the following actions:

Needler. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 9 (3d4 + 2) piercing damage. The needler has the short burst (3) property. The grunt major gains a +2 bonus to attack rolls with a needler since its projectiles home in on enemies.

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