Elite Major (5e Creature)
Elite Major
Medium monstrosity, neutral Armor Class 15 (combat harness)
Saving Throws Cha +3 Energy Shield Elite Majors have 20 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 20. ACTIONSType-25 Plasma Rifle Ranged Weapon Attack: +5 to hit, range (45/90), reload (20), one target. Hit: 11 (2d8+3) piercing damage. This must be reloaded as an action. Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Plasma Grenade Thrown Weapon Attack: +5 to hit, range (20/40), one target. Hit: 22 (5d6 + 2) radiant damage. On a hit, every creature within 5 feet must succeed a DC 13 Dexterity saving throw, taking 1/2 damage on a failure, and 1/4 damage on a success. Sangheili of this rank carry 2 plasma grenades.
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Sangheili Majors usually command groups of Minors as well as other Covenant races in ground combat situations. In addition to commanding ground forces, Majors may also occupy the role of a "second-master" on a starship, effectively acting as the Shipmaster's second in command. Zealot Variant Certain sangheili are tasked with the recovery of important Forerunner artifacts. In order to reduce possible damage to such holy relics, they are selected from the more skilled sangheili of each rank, and are given energy swords. Elite zealots of this rank have the following attacks in place of their normal attacks: Shield Elite zealot majors hold either a physical or energy shield in their off-hand. They gain +2 AC. 'Multiattack. Elite zealots make two melee attacks. Type-1 Energy Sword Melee Weapon Attack: +6 to hit, one target. Hit: 9 (2d6 + 4) fire damage. |
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