The Sangheili are suited for combat as not only are they a fierce, proud, strong, and agile species but also an intelligent and tactical species as well. Their skills in combat have earned the nickname "Elites" among humans.
DC Religion or History 15: Sangheili are a very much honour in combat based race.
DC Religion or History 20: Sangheili are typically promoted on the number of enemies they have killed and casualties inflicted on the opposing force, meaning that a single gold Sangheili may have slaughtered thousands before attaining that rank. The energy sword, an ancestral weapon, continues to be a favorite weapon for high-ranking Sangheili warriors, and is limited only to their use.
Encounters[edit]
<!-Descriptive text about how these creatures interact with other creatures within the encounter groups and general flavor text.->
- Encounter Examples
Level 1 Encounter (XP 600)
- 4 Sangheili Minors (Level 3 Artillery)
Level 6 Encounter (XP 1400)
- 4 Sangheili Minors (Level 3 Artillery)
- 1 Sangheili Major (Level 9 Elite Artillery)
Level <!-encounter level-> Encounter (XP <!-XP gained from encounter->)
- <!-# of creatures-> <!-Encounter creature #1's name-> (Level <!-encounter creatures #1's level #-> <!-Encounter creature #1's role->)
- <!-# of creatures-> <!-Encounter creature #2's name-> (Level <!-encounter creatures #2's level #-> <!-Encounter creature #2's role->)
- <!-# of creatures-> <!-Encounter creature #3's name-> (Level <!-encounter creatures #3's level #-> <!-Encounter creature #3's role->)
- <!-# of creatures-> <!-Encounter creature #4's name-> (Level <!-encounter creatures #4's level #-> <!-Encounter creature #4's role->)
<!-repeat as necessary - REMOVE THIS LINE->
Sangheili[edit]
Sangheili Minor Level 3 Artillery
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Medium Natural Humanoid XP 150
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HP 38; Bloodied 19
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Initiative +4
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AC 17; Fortitude 17, Reflex 18, Will 17
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Perception +2
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Speed 6
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Traits
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Combat Tactics ♦ Aura 1
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Any allied Sangheili in the aura gain a +1 bonus to all attack rolls. This bonus is not applied to attack rolls that this creature makes, unless it is in the aura of another Sangheili Minor.
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Standard Actions
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Plasma Rifle ♦ At-Will
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Attack: Ranged 10; +10 vs. AC
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Hit: 1d10+3
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Plasma Grenade (Fire)♦ Encounter
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Attack: Burst 2 within 10; +8 vs. Fortitude
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Hit: 3d8+3 ongoing Fire Damage (save ends)
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Miss: Half damage
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Skills Acrobatics +2, Athletics +5, Endurance +2
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Str 14 (+3)
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Dex 17 (+4)
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Wis 12 (+2)
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Con 14 (+3)
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Int 14 (+3)
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Cha 10 (+1)
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Alignment Unaligned
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Languages Common, Sangheili
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Equipment Plasma Rifle, Plasma Grenade
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Sangheili Major Level 9 Elite Artillery
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Medium Natural Humanoid XP 800
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HP 111; Bloodied 55
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Initiative +9
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AC 25; Fortitude 23, Reflex 25, Will 21
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Perception +6
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Speed 6
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Saving Throws +2; Action Points 1
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Traits
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Combat Tactics ♦ Aura 3
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Any allied Sangheili in the aura gain a +1 bonus to all attack rolls. This bonus is not applied to attack rolls that this creature makes, unless it is in the aura of a friendly Sangheili.
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Standard Actions
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Plasma Repeater ♦ At-Will
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Attack: Ranged 10; +16 vs. AC
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Hit: 2d8+5 Damage
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Enhanced Plasma Grenade (Fire)♦ Encounter
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Attack: Burst 2 within 10; +14 vs. Fortitude
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Hit: 4d8+5 ongoing Fire Damage (save ends)
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Miss: Half damage
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Skills Acrobatics +5, Athletics +8, Endurance +5
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Str 17 (+7)
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Dex 20 (+9)
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Wis 15 (+6)
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Con 17 (+7)
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Int 17 (+7)
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Cha 13 (+5)
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Alignment Unaligned
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Languages Common, Sangheili
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Equipment Enhanced Plasma Grenade, Plasma Repeater
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Sangheili Honour Guard Level 25 Elite Soldier
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Medium Natural Humanoid XP 14,000
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HP 512; Bloodied 256
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Initiative +19
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AC 43; Fortitude 45, Reflex 40, Will 38
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Perception +18
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Speed 6
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Saving Throws +2; Action Points 1
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Traits
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Combat Tactics ♦ Aura 3
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Any allied Sangheili in the aura gain a +1 bonus to all attack rolls. This bonus is not applied to attack rolls that this creature makes, unless it is in the aura of a friendly Sangheili.
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Shieldbearer ♦ Aura 1
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Allies adjacent to the bodyguard gain a +2 power bonus to AC.
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Indomitable Presence
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Every time a bodyguard attacks an enemy, whether the attack hits or misses, it marks that target. The mark lasts until the end of the bodyguard’s next turn. When a target is marked, it takes a –2 penalty to attack rolls if the attack doesn’t include the bodyguard as a target. A creature
can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to the bodyguard shifts or makes an attack that does not include the bodyguard, the bodyguard can make a basic melee attack against that enemy as an immediate interrupt.
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Standard Actions
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Energy Sword Slash ♦ At-Will
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Attack: One creature; +33 vs. AC
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Hit: 3d8+9
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Plasma Pistol (Fire)♦ At-Will
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Attack: Ranged 10; +31 vs. Fort
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Hit: 2d8+10 ongoing Fire damage (save ends)
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Minor Actions
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Plasma Pistol Discharge ♦ Encounter, recharge when first bloodied
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Attack: Ranged 10; +31 vs. Fort
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Hit: 3d8+19 Damage
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Effect: The target takes a -2 penalty to all defenses until the end of its next turn.
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Skills Acrobatics +, Athletics +, Endurance +
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Str 28 (+21)
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Dex 25 (+19)
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Wis 22 (+18)
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Con 24 (+19)
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Int 24 (+19)
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Cha 19 (+16)
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Alignment Unaligned
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Languages Common, Sangheili
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Equipment Energy Sword, Plasma Pistol
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More information...
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Sangheili can measure over seven feet and weigh over 300 pounds. Their hands have two fingers as well as two thumbs, all of which are larger than those of a human's. Despite their reptilian appearance, Sangheili also have four separate mandibles which are insectile in-appearance. Their natural strength and intelligence allow for Sangheili to be strong warriors, something that they are praised for. To hone these natural traits, Sangheili don a Combat Harness integrated with Energy Shields, which also gives them an increase to their strength and reflexes. When wearing their combat armor, Sangheili bear a similarity to sharks as the sides of their helmets resemble the fins of a shark.
Sangheili Minors use their Plasma Rifles to good effect, dealing high amounts of damage. When a group of their foes come near each other, they will throw their Plasma Grenade and hope for the best. They usually use their Plasma Grenade first, or the first opportunity they get.
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