Grunt Heavy (5e Creature)

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Grunt Heavy[edit]

Small monstrosity, neutral


Armor Class 18 (heavy grunt combat harness)
Hit Points 38 (7d6+14)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Senses passive Perception 11
Languages Common, Unggoy
Challenge 3 (700 XP)


Keen Senses. The grunt heavy has advantage on Perception checks that rely on smell.

Methane Explosion. When the grunt heavy is reduced to 0 hit points, roll 1d8. On a 1, the grunt heavy'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

Fuel Rod Gun. Ranged Weapon Attack: +6 to hit, range 400/1,200 ft., one target. Hit: The creature is not allowed a Dexterity save to reduce the damage taken. The grunt heavy can fire its fuel rod gun at either a creature or a point within range. Each creature within 20 feet of the target must make a DC 15 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one.

Fuel Rod Gun Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Plasma Grenade. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: the creature is not allowed a Dexterity save to reduce the damage taken. The grunt major can throw a plasma grenade at either a creature or a point within range. Each creature within 20 feet of the target must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. A grunt heavy carries 1-2 plasma grenades.


Grunt heavies are grunt heavy weapon specialists primarily deployed for anti-vehicle or anti-fortification fire support or for defensive action. Experienced and dangerous warriors, they wear green colored armor and wield the heaviest weaponry.



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