Grunt Minor (D20 Modern Creature)
Grunt[edit]
Size/Type: | Small Monstrous Humanoid |
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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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