Elite Spec-Ops (5e Creature)

Elite Spec-Ops

Medium monstrosity, neutral


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


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 11 (+0) 14 (+2) 11 (+0)

Saving Throws Cha +3
Skills Stealth +5, Perception +4
Senses passive Perception 14
Languages Sangheili
Challenge 4 (1,100 XP)


Mass Produced Energy Shield Elite spec-ops 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-33 Needler Ranged Weapon Attack: +5 to hit, range (45/90), reload (20), one target. Hit: 4 (1+3) piercing damage. If 5 consecutive attacks with this weapon hit, the target must make a DC 20 Dexterity or Strength saving throw. On a failure, they take 4d10 fire damage as the needles detonate.

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

Jump Jet The sangheili initiates booster packs attached to their harness. They then move 60ft in any direction, including up. They must succeed a DC 12 Dexterity saving throw or only move 15 ft in that direction and become prone.


3 elite spec-ops.

Special Operations Sangheili are members of the Special Operations branch of the Special Warfare Group. Sangheili of this rank are extremely skilled warriors and are sent in to accomplish some of the most dangerous and difficult missions.

Sniper Variant While their large stature inhibits their opportunity for Stealth, it isn’t unheard of for Special Operations sangheili to take up long-range deployments. They have the following changed:

Type-50 Beam Sniper Ranged Weapon Attack: +5 to hit, range (150/400), reload (5) one target. Hit: 16 (3d8 + 4) lightning damage.


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