Cloaking Device. As an action the predator can activate a device that gives it advantage and an extra +10 bonus to stealth checks as the predator turns nearly invisible. The predator still makes footprints, can be smelled, and can be heard. If the predator is hit by an attack its blood still appears on itself, it also must roll a d6, if it rolls a 1 the cloaking device deactivates temporarily. The predator cannot activate its device until the beginning of its next turn if this happens. The predator can end its cloaking device at any time when it is activated. When it is attacked and the cloaking device does not deactivate it instead loses its +10 bonus to stealth checks. If it is also covered in a substance such as flour, paint, or mud the predator also loses its +10 bonus in certain environments (DM's discretion).
Multiattack. The predator makes two wristblades attack or one claw attack and one other melee attack of his choice. Alternatively it can make two ranged attacks of its choice.
Wristblades. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 16 (2d12 + 4) [slashing] damage.
Shoulder Cannon. Ranged Weapon Attack: +7 to hit, range 50/250 ft., 1 target. Hit: 28 (8d6 + 4) [force] damage. On a hit target is knocked back by 20ft.
Collapsable Spear. Melee Weapon Attack. +8 to hit, reach 20ft., 1 target. Hit: 9 (2d8+5) [piercing damage]. This can be extended or shrunken as a bonus action, when it is shrunken the spear has a 10ft reach and only does 2d6+5 piercing damage. If a creature is within 10ft of the predator when the spear is extended it can make an extra spear attack with advantage on this turn.
Self Destruction Device. When the predator uses this action it begins a self destruction device that is on its wrist. It can time when this explosion goes off (maximum of three turns from this turn) and at the end of that turn the device explodes in a 80ft radius doing 8d8 force damage to all creatures in the radius. As a bonus action on one of its turns the predator can take of the device and leave in an unoccupied space within 10ft of it.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/11/2022 9:14:24 PM
|
0
|
2
|
--
|
Coming Soon
|







Comments