Enhanced Senses. The predator can jump up to 15 feet in the air and fall up to 60 feet and land without needing a saving throw. The predator can also hear even a whisper from 50 feet, and it can also hear a normal conversation from 250 feet away. Additionally, it can hold its breath for up to 4 minutes.
Environmental Cloak. The Predator can cloak itself to the environment, effectively making it invisible. While invisible it has advantage on all Dexterity rolls and all attacks are counted as sneak attacks.
Explosive End. When the Predator is reduced to 0 hit points it voluntarily sets off a Large scale explosion with a range of 125 feet. The Predator is instantly disintegrated and all creatures within 40 feet of the blast must roll a DC19 Dexterity saving throw. on a fail they are Disintegrated. On a success the Creature takes 66 ([roll]12d10+12[/roll])Radiant Damage and are hurled 40 feet back. a creature within 45-75 feet of the range must roll a DC 16 Dexterity saving throw. On a fail the take 66 ([roll]12d10+12[/roll])Radiant Damage. on a success, the Creature takes 36 ([roll]6d10+12[/roll])Radiant damage and are hurled 25 feet.
Language Detection. The Predator can detect any language that it can hear over time. roll [roll]1d20+4[/roll] to see how many hours the predator must study and listen to a language. it can then mimic and speak that language.
Darkvision The Predator can see in dim light within 120 feet of it as if it were bright light, and in darkness as if it were dim light. The Predator can't discern color in darkness, only shades of gray.
Stalk The Predator can study a character for 10 minutes to learn information about them. They must be within 30 feet and the Predator must be able to see them for the full 10 minutes to gain this feature's benefits. The Predator gain advantage on all Persuasion, Deception, and Intimidation checks made against them within the next hour, but if it fail any of those checks against them during this time-frame, they become immune to this feature for the next 24 hours.
Evasion When the Predator are subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail.
Vigilant The Predator cannot be Surprised and creatures gain no benefits to attacks made against it from being unseen. Additionally, when the Predator roll for initiative, it may add its Proficiency Bonus to the roll.
Fading Step The Predator can take the Dash action as a bonus action and it cannot trigger traps that are triggered by being stepped on. Additionally, after the outcome of the attack made against the Predator is decided, it may use its Reaction to move a distance of up to its speed, this does not provoke an attack of opportunity from any creature.
Adept Climber The Predator do not have to make Athletic checks to scale a climbable surface, and its climbing speed equals to its base walking speed, the Predator do not require at least one free hand to use this feature.
Sabotage The Predator gain advantage on checks made to disable traps or to lock and unlock mechanisms and it has advantage on saving throws made against traps. In addition, the Predator has advantage on Perception and Investigation checks when it is attempting to detect hidden objects, characters, passages, and compartments.
Stumbling Step The Predator can move through hostile spaces at no penalty, and it can expend 10 feet of its movement to force an opposing character, whose space the Predator moved through, to make a Strength(Athletics) check or a Dexterity(Acrobatics) check contested by a Dexterity(Acrobatics) check from itself, if they fail this contesting roll, they are knocked Prone. The Predator may not end your turn in an occupied space.
Shadow Run The Predator remain undetected while hiding even if it moves at its normal walking speed, and while in dim or dark settings its movement speed is doubled.
Silent Step While the Predator is in a position in which it could hide, it has a passive stealth check value of 24, this is increased by 5 if the Predator have advantage on the check, or is decreased by 5 if have disadvantage on the check.
Silent Sneak The Predator make no sounds when you breathe, walk, or climb, unless if it wants to. Creatures has disadvantage on Perception checks (and -5 from passive Perception) made against it while they cannot see it and when it roll a 1 or 2 on a damage die for an attack the Predator make from hiding, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Friend of Shadows The Predator can make Stealth checks while it are partially obscured. This may be done when it is behind half cover or three-fourths cover or when it is in a setting where no opposing character can clearly see the Predator (such as a dim or dark setting or when in a thick fog).
Wall Walk The Predator are no longer affected by difficult terrain and it can walk through any wall that is no more than 1 foot thick. The Predator can walk through walls a number of times equal to your Dexterity Modifier, it regain all uses of this feature after finishing a short or long rest.
No Escape As an action, the predator can use one of it's 15 escape blockers on a wall. the escape blocker covers part of a hallway, a doorway or a tunnel with lasers that instantly disintergrate anyone who fails the DC 25 dex save. the lasers can be noticed on a DC 15 perception check
Twin Blades Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 24 ([roll]7d6+6[/roll]) slashing damage.
Smart Disk Ranged Weapon Attack: +6 to hit, reach 250 ft., up to 3 creatures. Hit: 19 (4[roll]4d8+6[/roll]) slashing Damage.
Shoulder Plasma Caster Ranged Weapon Attack: +6 to hit, reach 120 ft., up to 5 creatures. Hit: 35 ([roll]8d8+6[/roll]) Radiant Damage.
Combi-Stick Melee Weapon Attack: +6 to hit, Reach 10 ft., one creature. Hit: 11 ([roll]3d6+6[/roll]) slashing damage + 9 ([roll]1d12+6[/roll]) Lightning Damage.
Ranged Combi-Stick Ranged Weapon Attack: +6 to hit, Reach 100 ft., up to 12 Creatures. Hit: 9 ([roll]2d6+6[/roll]) Piercing Damage.
Unarmed Strike Melee Weapon Attack +6 to hit, reach 5ft one creature. Hit: [roll]2d8+8[/roll] bludgenoning damage
if the Predator would be hit by an attack, he can use a reaction to add [roll]1d6[/roll] to his AC
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.
Description
Predators are physically distinguished from humans by their greater height, arthropod-like mandibles and long, hair-like appendages on their heads that are set into their skulls. Their bodies are resilient to damage, capable of recovering from multiple gunshot wounds and radiation doses which would be fatal to humans. They are much stronger than humans, having been portrayed as being easily capable of outmatching a conditioned adult human male and shattering solid concrete with their bare hands. They are also skilled climbers, and will readily move through trees or across rooftops in pursuit of prey. Though capable of surviving exposure in Antarctic temperatures for an extended period of time, it is implied that Predators have a preference for hot equatorial climates.
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.






