Medium Monstrosity, Any Alignment
Armor Class 18 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 50 ft., climb 50 ft.
STR
21 (+5)
DEX
21 (+5)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +9, DEX +9, CON +8
Skills Acrobatics +9, Athletics +9, Perception +11, Stealth +13, Survival +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 21
Languages understands All, can only speak Yautja or through Mimicry
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Athletic. The yautja has a climb speed equal to its walking speed, it has a long jump distance of 40 feet with or without a running start, and it has a high jump of 20 feet.

Bio-Helmet. The yautja wears an advanced helmet that allows it see in nearly all spectrums of light, granting it Truesight out to 120 feet. It also allows the yautja to breathe in any environment, and render it immune to all airborne hazards such as the cloudkill spell and the breath weapons of some dragons.

Expert Tracker. The yautja has advantage on Wisdom (Survival) checks made to track creatures, and it has advantage on all Wisdom (Perception) checks.

Infrared Vision. The yautja naturally perceives light in the infra-red spectrum of light which provides it with some advantages and disadvantages. Any warm-blooded creatures that are lightly or heavily obscured by non-solid phenomena gain no benefit from that obscurity, however, any nonliving creatures or creatures that can mask their body heat, or blend in with the heat of its environment are considered heavily obscured to the yautja.

Learned Mimicry. After listening to a creature speak for 1 minute or longer, the yautja can mimic the sounds and voices it has heard. A creature can tell these are imitations with a successful DC 17 Intelligence (Investigation) check.

Actions

Multiattack. The yautja makes four weapon attacks. Alternatively, the Yautja makes one weapon attack then uses its Plasma caster if available.

Bladed Gauntlet. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 5) slashing damage. Attacks with this weapon score a critical on rolls of 19 or 20 on the d20.

Combistick. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60/90 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If this weapon is thrown and the target is within 10 feet of a solid structure, it must make a DC 17 Dexterity saving throw or be pinned to that structure. While so pinned, an affected creature is considered restrained (escape DC 17).

Speargun. Ranged Weapon Attack: +9 to hit, range 120/240 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Attacks made with this weapon ignore half and three-quarters cover. Attacks against creatures wearing light, or no armor are made with advantage.

Net Gun (Recharge 4-6). The yautja targets a creature it can see within 90 feet of it. The target must make a DC 17 Dexterity saving throw or become grappled and restrained by a durable and sharp net. While restrained in this manner, an affected creature takes 9 (2d8) slashing damage at the start of each of its turns. An affected creature can use its action to attempt a DC 17 Strength saving throw, breaking free of the net on a success. A creature can also attack the net to break free, it has an AC of 20, 30 hit points, immunity to necrotic, nonmagical bludgeoning, piercing, and slashing, poison, and psychic damage.

Plasmacaster (Recharge 6). The yautja targets a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw taking 36 (8d8) force damage and be thrown 20 feet backwards, or take half as much damage on not be thrown backwards on a successful saving throw.

Bonus Actions

Cloaking Field. The yautja becomes invisible. Any equipment it is wearing or carrying is also invisible as long as the equipment is on its person. This invisibility ends immediately after the yautja makes an attack roll or is hit with an attack.

Targeting System. The yautja targets a creature it can see within 120 feet it and locks on to it. While locked on to a target in this manner, the next time the yautja uses its Plasmacaster it can instead make a ranged attack roll against that target with advantage. If the attack hits, it deals 41 (8d8 + 5) force damage. If this attack reduces the target to 15 hit points or fewer, it dies as its head explodes upon the projectiles impact.

Reactions

Claim Trophy (Recharge 5-6). As a reaction to reducing a creature it deemed a threat to 0 hit points, the yautja can plunge its hand into the back of the creature and tear out its spine and skull, killing it. The yautja then lets out a terrifying war cry, forcing each non-yautja within 60 feet of it to make a DC 17 Wisdom saving throw or become frightened of the yautja until the end of its next turn.

Self Destruct (1/Day). As a reaction to being reduced to 10 hit points or fewer, the yautja can activate a self destruct sequence on its wrist gauntlet. This sequence takes two rounds to complete, and at the start of the yautja's turn after the sequence completes, the gauntlet erupts in a 500-foot-radius sphere centered on the yautja. Each creature within the effected area must make a DC 17 Dexterity saving throw taking 77 (14d10) force damage on a failed saving throw, or half as much on a successful one.

Description

Blooded Yautja are those that have proven themselves as true warriors. They have participated in a few hunts and have slain a true, and worthy adversary. The main difference between a Young Blood and Blooded Yuatja is that a Blooded Yautja has proven worthy of using one of, if not the most deadly and least honorable weapon in the Yautja arsenal, the Plasmacaster. These yautja are also more adepts at wielding their other weapons, allowing them to strike harder, more accurately, and in higher volume.

Monster Tags: monstrosity

Habitat: ForestMountainSwampUnderdark

Tw4tboi

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