Elite Zealot (D20 Modern Creature)

Elite Zealot

Size/Type: Medium Monstrous Humanoid
Hit Dice: 3d8+9d10+36 (99 hp)
Initiative: +3
Speed: 40ft
Armor Class: 24, touch 18, flat-footed 16
Base Attack/Grapple: +9/+16
Attack: +13 Ranged Plasma Rifle (2D8+2/19-20x2)or Melee Energy Sword +17 (2d10+9/17-20x3)
Full Attack: +13/+8 Ranged Plasma Rifle (2D8+2/19-20x2)or Melee Energy Sword +17/+12 (2d10+9/17-20x3)
Space/Reach: 5ft/5ft
Special Attacks: Autofire,Plasma Grenade,Quick Draw
Special Qualities: Weak Spot,Full Body Shielding (35/11)
Saves: Fort +11, Ref +10, Will +3
Abilities: Str 24, Dex 16, Con 16, Int 14, Wis 13, Cha 10
Skills: Drive+18, Knowledge (History)+10, Knowledge (Tactics)+10, Knowledge (Theology)+9, Listen +9, Pilot+18
Feats: Personal Weapon Proficiency,Armor Proficiency (Light),Armor Proficiency (Medium),Weapon Focus (Plasma Rifle),Weapon Focus (Energy Sword),Weapon Specilization (Plasma Rifle),Weapon Specilization (Energy Sword),Improved Critical (Energy Sword), Starship Operation (Heavy), Starship Operation (Superheavy),Starship Weapons Operation, Mecha Operation.
Environment: Covenant Ships/Worlds
Organization: Battleship one plus crew of one covenant ship or battalion one plus 20 Elite Majors plus 60 Elite Minors and 100 to 200 grunts.
Challenge Rating: 12
Treasure: Sangheili Combat Harness (Gold), Energy Sword, Plasma Rifle,2-4 plasma Grenades.
Alignment: Lawful Covenant
Advancement: By character class
Level Adjustment: +2

Description

A hulking creature towers over you, nearly 9 feet tall and covered in sleek gold plates. Its mandibles are split and you can see the sharp teeth that line them. It roars a challenge, raises a strange handle that flares with blue light. A blade of blue energy appears and he prepares to strike.

Combat

Sangheili Zealots are the commanders of the covenant. They lead large groups and command ships and Scarabs. They will move from cover to cover towards their enemies then draw their swords and cut them to pieces. They will resort to grenades only if faced with heavy vehicles. If wounded they will seek cover and try to recharge their shields. They are very religious and will spout curses at their enemies such as "Heritic". If faced by a Spartan II they will immediately try to kill them naming them as "Demon". These stats can also be used for an ultra elite.

They Speak Covenant and Sangheili.

Autofire:See combat section on MSRD.

Plasma Grenade:See d20m Homebrew Campaign Setting "Halo" weapons.

Weak spot:On a critical hit against an Elite there is a 20% chance on a critical hit Proxy-Connection: keep-alive Cache-Control: max-age=0

at it will do 1d8 bonus damage.

Full Body Energy Shielding:Due to salvaged Forerunner technology all Elites have shimmering fields of energy that snap into place when they are hit. At first all attacks against the Elite are touch and do damage to his energy shields (35 hp). When the energy shields are down attacks are made as normal. At the beginning of the second turn that an elite is not hit his shields regenerate 11 points per round to a maximum of 35.


These Stats are for an elite with levels: Monstrous humanoid 2/Strong Hero 1/Soldier 5/Archaic Weaponsmaster 4. These are my gift to all you lazy GMs out there!--Owen 04:53, 19 March 2010 (UTC)


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