Medium Humanoid, Lawful Neutral
Armor Class 18 Yautja Tactical Supremacy Armor
Hit Points 575 (50d8 + 335)
Speed 30 ft., climb 20 ft.
STR
25 (+7)
DEX
22 (+6)
CON
24 (+7)
INT
20 (+5)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws DEX +14, CON +15
Skills Athletics +15, Medicine +13, Nature +13, Perception +21, Stealth +14, Survival +21
Damage Immunities Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 31
Languages Understands all languages when wearing Bio-Helmet, speaks Yautja
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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 21 (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.

Actions

Multiattack. The Yautja (Elder) uses the Plasmacaster action one time followed by four melee attacks or makes five melee attacks.

WristbladesMelee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

Ceremonial DaggerMelee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (4d4 + 7) piercing damage.

CombistickMelee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (4d6 + 7) piercing damage, or 25 (4d8 + 7) piercing damage Versatile.

ShurikenMelee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 21 (4d6 + 7) 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.

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 21 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: +14 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.

Legendary Actions

The Yautja (Elder) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Yautja (Elder) regains spent legendary actions at the start of its turn.

Wristblades. The Yautja (Elder) makes a Wristblades attack.

Ceremonial Dagger. The Yautja (Elder) makes a Ceremonial Dagger attack.

Combistick. The Yautja (Elder) makes a Combistick attack.

Shuriken. The Yautja (Elder) makes a Shuriken attack.

Plasmacaster (Costs 2 Actions). The Yautja (Elder) uses the Plasmacaster action.

Description

The Older, wiser members of the Yautja race. Many of them are Clan Leaders.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2022 5:02:56 PM
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elmo9994

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