Grunt Ultra (5e Creature)

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Grunt Ultra[edit]

Small monstrosity, neutral


Armor Class 18 (heavy grunt combat harness)
Hit Points 55 (10d6+20)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Charisma +4, Wisdom + 5
Skills Intimidation + 4, Persuasion + 4
Senses passive Perception 12
Languages Common, Unggoy
Challenge 5 (1,800 XP)


Brave. The grunt ultra has advantage on saving throws against being frightened.

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

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

Multiattack. The grunt major makes three weapon attacks, no more than one of which can be a plasma grenade.

Pistol Whip. Melee Weapon Attack: +7 to hit, reach 5., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Plasma Pistol. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 13 (3d6 + 3) lightning 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 ultra carries 3-4 plasma grenades.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the grunt ultra can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the grunt ultra. A creature can benefit from only one Leadership die at a time. This effect ends if the grunt ultra is incapacitated.


Grunt ultras are high-ranking grunts that serve as field commanders for their kind. They wear a distinctive shiny white armor which allows them to soak up much more damage than other grunts, and they are dangerously good shots with their weapons. They are not only accomplished leaders, but they are surprisingly intelligent tacticians (much smarter than other races give them credit for), often overcoming superior forces through clever maneuvering. They are much braver than other grunts and almost invariably fight to the death.

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

Needler. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 10 (3d4 + 3) piercing damage. The needler has the short burst (3) property. The grunt ultra gains a +2 bonus to attack rolls with a needler since its projectiles home in on enemies.



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