Special Operations Grunt (5e Creature)

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Grunt Major[edit]

Small monstrosity, neutral

Armor Class 17 (grunt combat harness)
Hit Points 44 (8d6+16)
Speed 20 ft., climb 20 ft.

16 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0)

Skills Perception + 3, Stealth + 5, Survival + 3
Senses passive Perception 13
Languages Common, Unggoy
Challenge 4 (1,100 XP)

Active Camouflague. The special operations grunt can use its action to turn invisible or become visible again.

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

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

Methane Explosion. When the special operations grunt is reduced to 0 hit points, roll 1d8. On a 1, the special operations grunt's methane tank explodes, and all creatures within 10 feet must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.


Charge Pistol. The special operations grunt charges its pistol, increasing the damage of its next plasma pistol attack to 6d6. If the special operations grunt becomes incapacitated, prone, restrained, or if its weapon is released by any other means, all the charged energy is depleted with no effect.

Multiattack. The special operations grunt makes two weapon attacks.

Pistol Whip. Melee Weapon Attack: +5 to hit, reach 5., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Plasma Pistol. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit: 12 (3d6 + 2) lightning damage.

Plasma Grenade. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the creature is not allowed a Dexterity save to reduce the damage taken. The special operations grunt can throw a plasma grenade at either a creature or a point within range. Each creature within 20 feet of the target must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. A special operations grunt carries 3-4 plasma grenades.

Some of the brightest and most loyal grunts, after proving themselves on multiple missions, are trusted with elite spec ops training and given a suit of jet-black armor with a built-in active camouflage system. Spec ops grunts rarely, if ever, show fear, and they often carry out high-risk scouting, infiltration, and assassination missions.

Variant. Some special operations grunts are armed with a needler which fires explosive crystalline projectiles instead of a plasma pistol. A special operations grunt with a needler loses its charge pistol and plasma pistol actions and gains the following actions:

Needler. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 9 (3d4 + 2) piercing damage. The needler has the short burst (3) property. The special operations grunt gains a +2 bonus to attack rolls with a needler since its projectiles home in on enemies.

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