Large Humanoid, Lawful Neutral
AC 17 Half plate    Initiative +3 (13)
HP 160 (15d10 + 50)
Speed 30 ft., climb 30 ft.
Mod Save
STR 22 +6 +6
DEX 16 +3 +7
CON 21 +5 +9
Mod Save
INT 15 +2 +2
WIS 15 +2 +6
CHA 16 +3 +3
Skills Perception +10, Stealth +10, Survival +11
Resistances Bludgeoning, Cold, Fire, Piercing, Slashing
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft, Truesight 30 ft, Passive Perception 20
Languages --
CR 12 (XP 8,400; PB +4)
Traits

Advance Hunter Physiology. The Predator has advantage on saving throws against spells and other magical effects.

 

Actions

Wrist Blades. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) force damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shoulder Plasma Caster Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) force damage. The target also suffers one of the following effects of the Predator's choice; the Predator can’t use the same effect two rounds in a row:

  1. Plasma. The target must make a DC 17 Constitution saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
  2. Flashbang. The target takes 5 (1d10) radiant damage. In addition, the target and each creature within 20 feet of it must succeed on a DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn.
  3. Shockwave. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
  4. Net launcher. The target must succeed on a DC 17 Dexterity saving throw or be restrained for 1 hour by strands of tightening monofilament. The target can escape by taking an action to make a DC 17 Strength or Dexterity check and succeeding.
  5. Neural Disruptor. The target takes 22 (4d10) lightning damage and must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  6. Tracking. For the next 24 hours, the Predator knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the Predator knows which one, but not the exact location there.
Bonus Actions

Active Camouflage (Recharge 4–6). The Predator becomes invisible. Any equipment it wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll. 

 

Reactions

Self-Destruct Protocol. In response to dropping to 15 hit points or fewer, the Predator explodes. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. The Predator, its wrist blades, and its shoulder plasma caster are destroyed.

Legendary Actions

Legendary Actions (3 per Round)

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

Tactical Reposition (1 Action): The Yautja moves up to half its speed without provoking opportunity attacks. If it ends this movement in dim light, darkness, smoke, or heavy foliage, it may immediately attempt a Stealth check.

Wrist Blade Counter (1 Action): When a creature within 5 feet misses the Yautja with a melee attack, the Yautja makes one Wrist Blade attack against that creature. No bonus posion effect rider — just the base damage.

Target Lock (1 Action): The Yautja marks one creature it can see within 60 feet. Until the end of the Yautja’s next turn:

  • It has advantage on its next attack roll against that creature.
  • The marked creature cannot benefit from invisibility or heavy obscurement against the Yautja.

Plasma Sweep (2 Actions): The Yautja fires a reduced-power plasma blast at a creature within 60 ft. Shoulder Plasma Caster attack without a special feature. 

Description

An apex interstellar hunter who stalks worthy prey across worlds. It honors strength, despises weakness, and collects trophies from those who impress it.

Predators are bound by a code:

  • Hunt only worthy prey
  • Avoid the defenseless
  • Honor those who defeat them
  • Self-destruct to preserve technology

You may describe:

  • Trophy rack of skulls and spinal columns
  • Bio-mask voice mimicry (can repeat recorded phrases)
  • Blood that glows neon green
  • Clicking vocalizations
  • Ritualistic duels (may disengage to fight strongest PC alone)

To feel authentic:

  • It does not open with full force — it stalks.
  • It isolates wounded or armed targets first.
  • It disengages if overwhelmed.
  • It studies the party before attacking.
  • It may spare an unarmed character.

Previous Versions

Name Date Modified Views Adds Version Actions
2/20/2026 9:02:05 PM
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Coming Soon
2/20/2026 9:09:10 PM
6
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2/20/2026 9:13:04 PM
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Coming Soon
Stratonite

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