Medium Humanoid, Lawful Neutral
Armor Class 15 Yautja Body Armor
Hit Points 170 (20d8 + 80)
Speed 40 ft., climb 30 ft.
STR
19 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws DEX +6, CON +7
Skills Athletics +7, Medicine +5, Nature +5, Perception +8, Stealth +6, Survival +8
Senses Truesight 120 ft., Passive Perception 18
Languages Understands all languages when wearing Bio-Helmet, speaks Yautja
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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 16 (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 (Young Blood) uses the Plasmacaster action one time followed by two melee attacks or makes three melee attacks.

WristbladesMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Ceremonial DaggerMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

CombistickMelee or Ranged Weapon Attack: +7 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.

ShurikenMelee or Ranged Weapon Attack: +7 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.

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 16 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: +6 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

Young adults Yautja who yet to be seen as "adults" and "true hunters" in the eyes of the clanmates. These hunters are refined enough to overpower a skilled human fighter, however their skill against a Xenomorph varies. Once they kill one, Yautja mark themselves with Xenomorph blood, completing their initiation into Adulthood.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2022 5:22:15 PM
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