Special Operations Grunt (5e Creature)

From D&D Wiki

Jump to: navigation, search

Grunt Major[edit]

Small monstrosity, neutral


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


STR DEX CON INT WIS CHA
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)


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.

ACTIONS

Multiattack. The grunt major makes two attacks with its Type-25 Directed Energy Pistol or Pistol Whip, or makes one attack and uses its Plasma Grenade or Active Camouflage.

Type-25 Directed Energy Pistol Ranged Weapon Attack: +5 to hit, range 20/120 ft., one target. Hit: 7 (1d4 + 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 12 (2d8 + 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: +5 to hit, reach 5., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Plasma Grenade (3/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 23 (5d6 + 3) radiant damage. On a success, they take half as much damage.

Active Camouflage (Recharge 5-6). The special operations grunt becomes invisible for 1 minute (concentration), or until it deals damage.


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 major with a needler loses its Type-25 Directed Energy Pistol action and gains the following action:

Type-33 Needler. Ranged Weapon Attack: +5 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 15 (4d6) force damage as the needles detonate and lose all levels of supercombine.


Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Halo franchise, and/or include content directly affiliated with and/or owned by Microsoft Studios. D&D Wiki neither claims nor implies any rights to Halo copyrights, trademarks, or logos, nor any owned by Microsoft Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: