Bio-Helmet. As long as the Yautja is wearing its helmet, it has Truesight 60 ft. It also gains advantage on Wisdom (Survival) checks made to track prey. If it loses its helmet, it loses these abilities and instead has disadvantage on all Wisdom (Perception) checks.
Body Armour. While the Yautja is wearing its armour it gains resistance to all non-magical damage. As an action, it can also turn invisible as per the Greater Invisibility spell. If the Yautja suffers a critical hit, it loses the ability to turn invisible until it can spend 1 minute repairing its armour.
Medicomp. The Yautja can use its action to render first aid to itself, restoring 4d8 hit points.
Scream. The Yautja can use its bonus action to let out a bloodcurdling scream. All creatures within 60 ft. that can hear the scream must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature gains advantage on saving throws if affected by this ability again.
Self-Destruct. If the Yautja is brought below 25 hit points, it attempts to use its turn to activate its self-destruct function. If it wishes, the Yautja can determine how long the device takes to explode. Otherwise, at the beginning of its next turn, it explodes. All creatures within 100 ft. of the Yautja when this happens must make a DC 20 Dexterity saving throw, taking 99 (18d10) force damage on a failed save or half as much on a success. Any creatures within 50 ft. make this save with disadvantage. Any objects or structures take double damage. The Yautja is killed and destroyed in the process, leaving nothing behind.
Legendary Resistance (3/Day). If the Yautja fails a saving throw, it can choose to succeed instead.
Multiattack. The Yautja makes 3 attacks.
Wristblades. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 7) slashing damage.
Spear. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (5d6 + 7) piercing damage.
Spear. Ranged Weapon Attack: +8 to hit, reach 20/60 ft., one target. Hit: 20 (5d6 + 2) piercing damage.
Net. Ranged Weapon Attack: +8 to hit, reach 20/60 ft., one target. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success.
Plasmacaster (Recharge 5-6). Ranged Weapon Attack: +8 to hit, reach 100/400 ft., one target. Hit: 44 (8d10) force damage.
The Yautja 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 Yautja regains spent legendary actions at the start of its turn.
Attack. The Yautja makes a melee attack.
Relocate. The Yautja can move up to its movement speed.
Plasmacaster (Costs 2 Actions). The Yautja makes an attack with its plasmacaster.
Description
The Yautja, known colloquially as the Predators or Hunters, are an extraterrestrial species characterized by their hunting of other dangerous species for sport and honor, including humans. The Yautja are a sentient, humanoid race that breathe an atmosphere similar to that of Earth's, but possess a level of technological advancement far in excess of anything available to humans. The Predators stalk and kill their prey using a combination of highly advanced technology, such as active camouflage and energy weapons, combined with comparatively primitive traditional weapons, such as blades, spears and nets. The Predators often ritualistically mutilate their prey and usually claim a trophy from their kills.







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