Elite Minor (5e Creature)

Elite Minor

Medium monstrosity, neutral


Armor Class 15 (combat harness)
Hit Points 52 (8d8+16)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 11 (+0) 13 (+1) 11 (+0)

Saving Throws Cha +3
Skills Stealth +3, Perception +3
Senses passive Perception 13
Languages Sangheili
Challenge 3 (700 XP)


Mass Produced Energy Shield Elite minors have 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.

ACTIONS

Type-25 Directed Energy Pistol Ranged Weapon Attack: +5 to hit, range (20/150), one target. Hit: 9 (2d6+3) Lightning damage.

Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


An elite minor.

The rank of minor is the lowest rank of elites. Elite minors wear purple armor and are deployed as standard footsoldiers, though still vastly beyond the abilities of grunts and jackals. Most elite minors fight for the purpose of attaining higher rank to be put on higher risk missions for greater honor.

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 zealot minors have the following attacks in place of their normal attacks:

'Multiattack. Elite zealots make two melee attacks.

Type-1 Energy Sword Melee Weapon Attack: +5 to hit, one target. Hit: 9 (2d6 + 3) fire damage.


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