Jackal Minor (5e Halo Setting)
Jackal Minor[edit]
Medium monstrosity, neutral Armor Class 15 (combat harness)
Skills Deception +1, Perception +1, Stealth +3 Mass Produced Point Defense Gauntlet. The jackal minor has 10 temporary hit points. If they do not receive damage for 3 rounds (18 seconds), they regain these temporary hit points. Temporary hit points gained in this manner can not exceed 10. Attacks with advantage, critical hits, and saving throws that cause damage ignore these temporary hit points. Cowardice. If the jackal has no temporary hit points, it becomes frightened of any hostile creature that comes within 15 feet of it for 1 minute or until it has temporary hit points. 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 jackal 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 jackal 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.
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The rank of minor is the lowest rank of jackal. Jackal minors wear turquoise Point Defense Gauntlets, the only saving grace from being equal to their grunt counterparts. They are cowardly and undisciplined, more often than not breaking fleeing under a direct threat, even under supervision of their elite squad leader. Variant. Some jackal minors are armed with a needler which fires explosive crystalline projectiles instead of a plasma pistol. A jackal 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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