Homebrew Yautja Species Details

Culture & Technology

Culture

As stated before, the Yautja base their culture around the hunt. This is usually considered ritualistic for them, as they seek the universe's most worthy adversaries to challenge and wish to face them in fair combat. If defeated, the Yautja hunting will usually decide to utilize their Self-destruct device on their gauntlet in a form of honorable suicide. If a hunter is killed by a sentient creature, they maybe confronted by others of it's clan and therefore considered an equal by them and given a weapon or device of great rarity or exotic nature as a trophy and sign of their respect. Those who die in honorable suicide however, will usually have their ships automatically returned home with information about the species it had recently hunted.

The Yautja also have a hierarchy, usually consisting of the following ranks:

  • Un-Blooded: Hunters who have finished basic training, but are un-refined in nature. They are usually the hunters of the future and are physically young adults. Though the majority is mostly male, there are female hunters as well.
  • Young Blood: Hunters who have proven their worth against non-Xenomorph humanoids like humans. The fighting style on Xenomorphs however vary and if they successfully manage to kill one, they mark themselves with the blood of the alien and are considered blooded.
  • Blooded: Once a hunter has marked themselves with the symbol of their clan with the Xenomorph blood, they are considered blooded and therefore, completed their adulthood ritual and therefore are able to obtain their plasmacaster. Females also begin to pay interest into this rank and the hunter who is now blooded, usually will go off to become another specific rank.
  • Elite: Considered the most dangerous of hunter, Elites are usually those who can take on several Xenomorphs at once, including castes like Praetorians, Predaliens and even Queens. They also take on lengthy and taxing missions on and off Yautja Prime.
  • Leader: An ambiguous rank in the Yautja society, Leaders are able to lead clans, which include either fellow packmates or students into a hunt. There are 3 types of leader, one of which is Clan Leader, Hunting Captain and of course the "Leader".
  • Elder: The older and much wiser hunters who usually lead clans.
  • Ancient: The eldest of the Yautja, who are known to make the laws and use enforcers to keep the crime down. This is also the rank with the highest respect and are usually made up of those who are well over hundreds or even thousands of years old.

Their Code of Honor is usually something to adhere to, otherwise those who don't are not considered to be true Yautja. Such individuals are dubbed as Bad Bloods, which usually is an individual or several Yautja who have broken the code and therefore dishonored by their kind. These renegades are known to murder those who cannot defend themselves such as innocents, the sick and even offspring, as well as members of their own kind. Bad Bloods are usually considered unstable and hostile, sentenced to exile and even to be butchered by enforcers if ever encountered. Some have come close to being bad bloods, however those who are willing to submit to punishment and exile are given a chance at redeeming their honor. Bad blood can also refer to one who unintentionally violated their code.

Their code consists of the following rules:

  • Hunt those who are worthy, mostly those that are healthy, of age, able to defend themselves and have the potential to kill the hunter. Hunting those who are old, sickly, children or even those who are pregnant are usually considered dishonorable kills. Those who do hunt the latter are usually considered bad bloods.
  • Hunting the innocent is a expressly forbidden way of making one a bad blood. Innocent usually consist of those who are unarmed and have no military training whatsoever.
  • If hunting for food, only hunt the week to purify a species bloodline.
  • Never hunt in the territory of another Yautja without their permission and never take trophies, otherwise it will be dealt with accordingly.
  • Never murder another Yautja, or those who did will be dubbed bad bloods.
  • Yautja must reveal themselves when dueling a worthy foe, it is considered hunting ethic to reveal ones self before delivering the final blow.
  • When coming across wounded game of another hunter, should the prey show dying without sport, show honor to the kill. If still showing sport however, both claim the trophy as a joint trophy.
  • Bad Bloods who are encountered by honorable Yautja are to be killed.
  • Yautja who have been defeated in a hunt by another lifeform are considered their equal and it's therefore up to the Yautja defeated to either kill himself and their equal or bestow them with a reward.

 

Yautja Traits

+4 str +2 cons -2 wis -4char

Favored Enemy

 

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

The type creature you have chosen has disadvantage on all attack rolls against you making them more vulnerable in the face of such terror.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

 

Predator tech

 

Your Tech has many different uses like seeing in different visions and even cloak yourself from your prey. At first level you gain these traits.The Tech you have has cool features but most are deactivated do to the training wheels protocol. More features become unlocked as you progress in this class. These go in your equipment

BioMask *

Your helmet lets you see with special filters. You can switch between them as a bonus action and will have disadvantage on other ways to see. At 1st level, you can see blood trails or Darkvision up to 60ft instead of regular vision. At 10th level you gain heatvison (allows you to see heat witch color), and X-ray Vision (allows you to see through thick walls, up to 60ft) At 17th level you gain Truesight up to 60ft. If you loose your Biomask before level 17 , 1 week later you will start receiving 1 level of exhaustion per day after that, because of the oxygen poisoning. The atmosphere of your planet is primairly Nitrogen based.

 

Wrist blade

Wrist Blade

At first level you have one wrist blade that deals 1d8 slashing damage. You need an action to attack with one (or both when you get them) and a bonus action to take them out. Climbing while your wrist blade is out gives you advantage. You gain your second at 10th level. You are proficient in this weapon. You can use your strength modifier or dexterity. This weapon doesn't take any hands to attack (you can hold things while attacking). At 17th you don't need anymore a bonus action to take them out (you use a reaction) and you might attack with them as a bonus action instead of action.

 

 

Fighting

 

When you reach 1st level, you may choose a Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Great Weapon Fighting

When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Predator Archetype

 

At 3rd level you can choose one archetype to further enhance you predator style. You may choose one of the archetypes called Championor you can be a Stalker . Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Champion

All Predators are trained warriors, but these individuals in particular prefer combat over the hunt, and their strength matches their attitude.

Stalker

These Predators revel in studying their prey, searching for the perfect method of attacking the perfect area, all for the perfect kill.

 

Mask

 

At 2nd level you can use your bonus action You choose a creature you can see within range and mystically mark it as your quarry. Until the 1 hour has ended,you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Mimicry

Mimicry. The yautja can mimic any sound it has heard, including voices. a creature that hears the sounds can tell they are imitations with a successful DC 13 (Insight) check.

 

Stalker

 

The Stalker is a hunter whose lethality can only be attributed to its raw skill and knowledge.

Hunter Aspect

At 3rd level you have a knack for avoiding danger from your Favored Enemies. Your favored enemies have disadvantage on attacking you if you are not Incapacitated.

Shadow Stalker

At 7th level you know how to stay hidden and use that hiding spot to deal a lot more damage than usual. When you are in dim light or darkness you add +4 to your stealth rolls and on your first attack out of stealth deals an extra 4d6 damage

Fast Adapter

At 11th level your Dexterity score increases by 2 and your maximum for that score is 22. Also, when you spend 1 week in a certain type of environment you gain +2 to your stealth rolls.

Master Stalker

You have trained day in and day out for this moment: the day you slay one of your favored enemies. At 14th level choose two of these abilities that you wish to slay your favored enemies with. At 17th level you can switch 1 or both of your abilities and replace them with another one.

  • Volley

You can use your action to make a ranged Attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate Attack roll for each target.

  • Whirlwind Attack

You can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.

  • Sharp Shot

You can use your action to slow your breathing and hit a specific area on a creature. On a hit, the creature must make a Constitution saving throw DC 18 or take 1d12 bleeding damage. This increases by 1d12 at the start of the creatures turn. Favored enemies have Disadvantage on the roll.

  • Dead Shot

You can use your action to deal more damage on an attack roll. On a successful attack roll, you can choose to roll an additional d6 of damage for every point of difference between your attack roll and the targets AC. You can use this feature a number of times equal to half your Wisdom modifier (rounded up), afterwards you cannot use it again until you finish a long rest.

 

 

Primal

 

At 20th level you unlock the absolute strength of a Predator. As an action you can make a threatening battle cry, and have Advantage on your Strength and Dexterity rolls for 10 minutes. You also have a +4 to attack rolls and damage rolls. Once you use this feature you can't use it again until you finish a long rest.

Physiology

Appearance

The Yautja are a bipedal lifeform, definitely distinguishable from most lifeforms, including humans. The species is 7+ feet tall, weighing in at over 520 lb., however there are rare instances where some are born to be a 6ft-8ft and taller. They possess arthropod-like mandibles and no visible nostrils whatsoever, however the mandibles are believed to be used in mating, feeding and even as a means of conveying the emotion of the creature. The creature possesses reptilian-like skin, which varys in color, similarly to the genetic diversity found in humans. They don't have hair like a normal human, but have hair-like appendages which many refer to as dreadlocks. Their heads are also known to have some quills on them.

Physical Abilities

The Yautja are a very resilient species and has shown it on many occasions. They are able to take multiple wounds from ranged weapons with little to no medical attention, as well as surviving levels of radiation fatal to humans and other lifeforms. Their resilience also extends to their resilience to bacteria and viruses. Clearly they are physically stronger than humans lifeforms similar to humans and it extends to shattering solid concrete. They're abilities also extend to their lower half, as the creature can leap 3x it's height and land 10x that, landing safely on it's feet with no after effects. They are very skilled climbers, preferring to hunt from above, likely in areas where there's plenty of trees or high buildings. They can survive in the extreme cold, however prefer a hot jungle-like climate.

The Yautja also have an extremely long lifespan, making it's age almost impossible to pin point. Their blood, which is a luminescent green phosphor in nature, is able to give them such a long lifespan and any exposed to it, gain an extended life and enhanced strength. It's also capable of partially neutralizing the highly acidic blood of their Xenomorph prey. They are shown to be a carnivorous or possibly omnivorous creature, as they have shown to feed on meat. Those exposed to Chemical A0-3959X.91-15 have been however shown to resort to cannibalism. In terms of their sight, the Yautja are known to see only in the infrared spectrum, hunting by the heat of their prey. Their technology, mostly in their bio-mask however allows them to expand on this, ranging from low infrared to high ultraviolet and other types of vision, even to see Xenomorphs.

Communication

The Yautja are known to have their very own language, both written and spoken. The spoken form of the language usually has a series of clicks, roars, snarls and growls and their language comes in dialects, similar to the languages spoken by Humans. Their language consists of patterns made from dashes, which is somewhat similar to human languages and it is shown on many of their weapons, armor and devices. They are also capable of mimicking languages they hear through their bio-masks, as well as repeat or replay sentences, however it is unknown as to how much of the language they can truly learn, but it's not impossible for them to learn. Yautja are also known to communicate successfully through sign language. They are not opposed to showing humor, mostly by rapidly clicking their tusks.

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