Cloaking Device: The predator can turn invisible as an action, as per the greater invisibility spell. If the predator is hit by a critical hit, this device is disabled until it can be repaired, typically after a long rest.
Helmet: This device enhances the predator’s vision, allowing it to see in greater detail. It can see creatures that are not emitting body heat but has disadvantage on any Wisdom (Perception) checks to see them.
Legendary Resistance (3/Day): If the predator fails a saving throw, it can choose to succeed instead.
Self Destruct: When the predator is reduced to 0 hit points, it can choose to set off an explosive device. It detonates in 1 minute. All creatures in the area must make a DC 15 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a successful one. The predator and all of its belongings are destroyed if within the radius of the explosion.
Thermal Vision: The predator has infravision and can see heat patterns. However, the predator cannot see any creatures that are not emitting heat.
Multiattack: The predator makes two wristblade or spear attacks.
Wristblade: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
Spear: Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 8 (1d6 + 5) piercing damage or 9 (1d8 + 5) piercing damage if used with two hands.
Netgun: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless or 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 12) also frees the creature without harming it, ending the effect and destroying the net.
A creature that starts its turn restrained by the net takes 3 (1d6) slashing damage.
Plasmacaster: Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target.
Hit: 22 (4d10) force damage.
Cloak Activation: As a bonus action, the Yajuta can activate their Cloaking Device, becoming invisible until the start of their next turn.
Reposition: As a bonus action, the Yajuta can move up to half its speed without provoking opportunity attacks.
Netgun Reload: After firing their Netgun, the Yajuta can reload it as a bonus action.
Thermal Vision Activation: The Yajuta can activate their Thermal Vision as a bonus action, giving them advantage on Wisdom (Perception) checks to see creatures emitting heat for 1 minute.
Parry: When hit by a melee attack, the Yajuta reduces the damage by 1d10 + Dexterity modifier.
Plasma Counter: When hit by a ranged attack, the Yajuta can fire its Plasmacaster at the attacker.
Legendary Actions:
The predator 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 predator regains all spent legendary actions at the start of its turn.
• Attack: The predator can make a wristblade or spear attack.
• Hide: The predator can take the Hide action.
• Reposition: The predator can move up to half its speed.







Comments