Grunt Minor (D20 Modern Creature)

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Grunt[edit]

Size/Type: Small Monstrous Humanoid
Hit Dice: 1d8 (5 hp)
Initiative: +1
Speed: 40ft
Armor Class: 14, touch 12, flat-footed 12
Base Attack/Grapple: +1/-4
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)
Space/Reach: 5ft/5ft
Special Attacks:
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
Skills: Hide+11, Knowledge(Theology)+4
Feats: Personal Weapon Proficiency
Environment: Covenant Ships/Worlds
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.
Challenge Rating: 1/2
Treasure: Grunt Combat Harness (yellow),Plasma pistol or Needler,1-4 plasma Grenades.
Alignment: Neutral Covenant
Advancement: By character class or 2-5 HD (small)
Level Adjustment: +0


Description[edit]

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.

Combat[edit]

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.


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