Grunt Minor (D20 Modern Creature)
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|Size/Type:||Small Monstrous Humanoid|
|Hit Dice:||1d8 (5 hp)|
|Armor Class:||14, touch 12, flat-footed 12|
|Attack:||+3 Ranged Plasma Pistol (2D4/20x2)or +5 Ranged Needler (2d4/20x2)|
|Full Attack:||+3 Ranged Plasma Pistol (2D4/20x2)or +5 Ranged Needler (2d4/20x2)|
|Special Qualities:||Cowardly,Group Morale|
|Saves:||Fort +1, Ref +3, Will +0|
|Abilities:||Str 9, Dex 12, Con 12, Int 10, Wis 10, Cha 8|
|Feats:||Personal Weapon Proficiency|
|Organization:||single ,Squad 2-3 plus 1 Elite Minors,Heavy Squad 4-8 plus 2 Elite Minors and 1 Elite Major or larger groups in unusual circumstances.|
|Treasure:||Grunt Combat Harness (yellow),Plasma pistol or Needler,1-4 plasma Grenades.|
|Advancement:||By character class or 2-5 HD (small)|
A short creature with stubby limbs covered in orange plates glances around nervously but as its companions appear in the shadows it gains confidence and raises a green glowing strange
Grunts with more than 3 HD are veterans and wear red armor. Grunts with 5 HD are special forces or ultras. Special forces grunts may have fuel rod guns and/or active camoflage.
Grunts will stay away from enemy and will find cover. If its allies are killed he will run away and throw Grenades.
They Speak Covenant and Lower Covenant.
Plasma Grenade:See Homebrew Campaign Setting "Halo" weapons.
Cowardly:Grunts suffer a -2 penalty to saves against fear effects. When a Grunt senses that he is within 10 feet of a person who he consciously identifies as an enemy, he must make a Will Save (DC=10+enemy's intimidate, bluff, or Charisma modifier, whichever is higher) or flee in the most direct route away from all enemies for 1 round. Multiple enemies within a 10 foot radius of the Grunt require multiple saves.
Group Morale:When a Grunt is within 10 feet of his allies, he gains a +1 to all attack rolls. When a person in a Grunt's party is reduced to 0 hit points, he takes a -2 to all attack rolls until the person is restored to at least 1 hit point.