Grunt Minor (5e Halo Setting)
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Grunt Minor[edit]
Small monstrosity, neutral Armor Class 15 (grunt combat harness)
Senses passive Perception 9
Keen Senses. The grunt minor has advantage on Perception checks that rely on smell. Methane Explosion. When the grunt minor 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. ACTIONSType-25 Directed Energy Pistol Ranged Weapon Attack: +3 to hit, range (20/120), one target. Hit: 3 (1d4 + 1) 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 10 (2d8 + 1) 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: +4 to hit, reach 5., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Plasma Grenade (1/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 21 (5d6 + 1) radiant damage. On a success, they take half as much damage.
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The rank of minor is the lowest rank of grunt. Grunt minors wear orange armor and are sent into combat with the bare minimum of equipment. In addition to being poor shots, they are cowardly and undisciplined, more often than not breaking ranks and fleeing without a leader to keep them under control. Variant. Some grunt minors are armed with a needler which fires explosive crystalline projectiles instead of a plasma pistol. A grunt minor with a needler loses its Type-25 Direct Energy Pistol and gains the following actions: Type-33 Needler. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 2 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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