Grunt Minor (5e Creature)

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Grunt Minor[edit]

Small monstrosity, neutral


Armor Class 15 (grunt combat harness)
Hit Points 10 (3d6)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1) 6 (-2)

Senses passive Perception 9
Languages Common, Unggoy
Challenge 1/2 (100 XP)


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

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

Charge Pistol. The grunt minor charges its pistol, increasing the damage of its next plasma pistol attack to 6d6. If the grunt minor becomes incapacitated, prone, restrained, or if its weapon is released by any other means, all the charged energy is depleted with no effect.

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

Plasma Pistol. Ranged Weapon Attack: +3 to hit, range 60/180 ft., one target. Hit: 11 (3d6 + 1) lightning damage.


The rank of minor is the lowest rank of grunt. Grunt minors wear orange armor and are sent into combat with the bare minimum of equipment. In addition to being poor shots, they are cowardly and undisciplined, more often than not breaking ranks and fleeing without a leader to keep them under control.

Variant. Some grunt minors are armed with a needler which fires explosive crystalline projectiles instead of a plasma pistol. A grunt minor with a needler loses its charge pistol and plasma pistol actions and gains the following actions:

Needler. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit: 8 (3d4 + 1) piercing damage. The needler has the short burst (3) property. The grunt minor gains a +2 bonus to attack rolls with a needler since its projectiles home in on enemies.



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