Grunt Ultra (5e Halo Setting)

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Grunt Ultra[edit]

Small monstrosity, neutral


Armor Class 18 (heavy grunt combat harness)
Hit Points 80
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Wis +5, Cha +4
Skills Intimidation +4, Persuasion +4
Senses passive Perception 12
Languages Common, Unggoy
Challenge 5 (1,800 XP)


Brave. The grunt ultra has advantage on saving throws against being frightened.

Keen Senses. The grunt ultra has advantage on Perception checks that rely on smell.

Methane Explosion. When the grunt ultra is reduced to 0 hit points, roll 1d8. On a 1, the grunt ultra’s methane tank explodes, and all creatures within 10 feet must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

ACTIONS

Multiattack. The grunt major makes three attacks with its Type-25 Directed Energy Pistol or Pistol Whip, or makes two attacks and uses its Plasma Grenade or Leadership.

Type-25 Directed Energy Pistol Ranged Weapon Attack: +6 to hit, range 20/120 ft., one target. Hit: 8 (2d4 + 3) 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 16 (3d8 + 3) 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: +7 to hit, reach 5., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Plasma Grenade (4/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 24 (6d6 + 3) radiant damage. On a success, they take half as much damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the grunt ultra can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the grunt ultra. A creature can benefit from only one Leadership die at a time. This effect ends if the grunt ultra is incapacitated.


Grunt ultras are high-ranking grunts that serve as field commanders for their kind. They wear a distinctive shiny white armor which allows them to soak up much more damage than other grunts, and they are dangerously good shots with their weapons. They are not only accomplished leaders, but they are surprisingly intelligent tacticians (much smarter than other races give them credit for), often overcoming superior forces through clever maneuvering. They are much braver than other grunts and almost invariably fight to the death.

Variant. Some grunt ultras 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: +6 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 18 (5d6) force damage as the needles detonate and lose all levels of supercombine.


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