Grunt Major (5e Creature)
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Grunt Major[edit]
Small monstrosity, neutral Armor Class 16 (grunt combat harness)
Skills Persuasion +1 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. ACTIONSMultiattack. The grunt major makes two attack with its Type-25 Directed Energy Pistol or Pistol Whip. Type-25 Directed Energy Pistol Ranged Weapon Attack: +4 to hit, range 20/120 ft., one target. Hit: 3 (1d4 + 2) lightning damage. This weapon does not have disadvantage when used within 5 ft. of the target. The grunt may charge this pistol as an action. If they do not spend their next action as an Attack, it loses its charge. The next attack the grunt makes with this weapon while it has this charge deals 11 (2d8 + 2) lightning damage, deals twice as much damage to temporary hit points, and causes vehicles to become paralyzed until the beginning of the user's next turn. Pistol Whip. Melee Weapon Attack: +5 to hit, reach 5., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Plasma Grenade (2/day). Every creature within 5 foot radius centered on one point within 30 feet of the grunt must attempt a DC 15 Dexterity saving throw. On a failure, they take 22 (5d6 + 2) radiant damage. On a success, they take half as much damage.
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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 Type-25 Directed Energy Pistol action and gains the following action: Type-33 Needler. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 4 piercing damage and the target gains 1 level of supercombine. At the end of each turn they do not gain a level of supercombine, they lose 1 level. When they gain their 5th level of supercombine, they take 15 (4d6) force damage as the needles detonate and lose all levels of supercombine. |
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