Special Equipment. The Yautja is equipped with a Bio-Helmet and a Wrist Gauntlet.
Mimicry. The wearer of the Bio-helmet can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 (Insight) check.
Cloak. As a bonus action, you can render yourself translucent, seamlessly blending into your surroundings. While translucent, you have advantage on Dexterity (Stealth) checks and all creatures have disadvantage on attack rolls against you. Also, if you use the Hide action on your turn, you turn invisible until you move, attack, or cast a spell.
Nimble Escape. The Youtja can take the Disengage or Hide action as a bonus action on each of its turns.
Multiattack. The Celtic (Yautja Young Blood) makes three melee attacks or uses the Plasmacaster action one time followed by two melee attacks.
Wristblades. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Ceremonial Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Combistick. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage Versatile.
Shuriken. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Thrown weapon attacks with this weapon are made with advantage and the Shuriken has a 75% chance to return to the thrower. Roll percentile dice (1d100), on a roll of 1-25 the Shuriken becomes lodged at the max range but on a roll of 26-100 the Shuriken will return to the thrower.
Net Gun. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. A Large or smaller creature hit by a net is restrained until it is freed. A creature restrained by the net also takes 1d4 slashing damage per round at the start of its turn as the net automatically tightens. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Self-Destruct. As an action, you can program your gauntlet to self-destruct. Unless the gauntlet is removed or deactivated before 1 minute passes, your gauntlet blossoms with a low roar into an explosion of flame, destroying the gauntlet. Each creature in a 100-foot radius sphere centered on your gauntlet must make a DC 17 Dexterity saving throw. While wearing the gauntlet, you automatically fail your saving throw. A target takes 42 (12d6) fire damage on a failed saving throw or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Plasmacaster (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 36 (8d8) force damage. If the Yautja loses or removes its Bio-Helmet, it cannot use its Plasmacaster.
Description
Celtic, along with his fellow Yautja Scar and Chopper, traveled in order to undertake a rite of passage in an ancient Yautja-constructed pyramid, a ritualistic hunt against Xenomorphs that, should they survive it, would mark their passage from adolescence into adulthood as Blooded Predators.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/24/2022 2:59:54 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments