Predator (5e Creature)
From D&D Wiki
Saving Throws strength, decterity, wisdom
Unarmed Strikes Through training and powerful build allows the Predator are never unarmed. If it hits with its fists, it deal bludgeoning damage equal to 1d4 + its Strength modifier.
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 take no damage if it succeed 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 StepThe 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 8 + 16 = 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.
Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.
Spear Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 12) slashing damage
Ultra Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (2d12 + 12) slashing damage
Plasma Gun. Ranged Weapon Attack: +6 to hit, reach 40/120 ft., 10 ft circle. Hit: 24 (2d10+6) lightening damage
Jaegar (bow). Ranged Weapon Attack: +6 to hit, reach 200/800 ft., one target. Hit: 24 (3d8 + 6) piercing damage
Jaegar (blade). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (3d6 + 6) slashing damage
Jaegar (knuckle duster). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d4+5) bludgeoning damage
When you would be hit by an attack, you may use your reaction to add 1d6 to your AC against that attack.
The Yautja or better known as, the Predators are a group of nomadic people search the stars for tropies to hunt. They are hunters, trackers, ghost. They are infamous for collecting groups of prey together and picking them off one, by, one, for sport. They use many tools from their combat oriented weapons, to pitfall traps, to razor wires, to their tracking helmets and gear. To them, nothing is above the hunt and they will stop at nothing to kill their target.Yautja 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 also capable of enduring excruciating pain. Yautja are much stronger than humans, having the ability to easily 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, Yautja have a preference for hot equatorial climates. Their blood is luminescent phosphor green in color. Their vision operates mainly in the infrared portion of the electromagnetic spectrum. Predator culture revolves around the hunting and stalking of dangerous lifeforms. After making a kill, Predators typically skin or decapitate the carcass, converting it into a trophy. If immobilized or at the brink of death, a hunter will activate the mass-explosive self-destruct-mechanism in his wristband, honorably erasing any trace of its presence to its prey. It is often alluded to that the reason Predators hunt is not for sustenance or elimination of threats, but as sportsmanship or rite of passage, as they will normally attack only life forms that have the ability to provide them with a challenge. There are at least two different Predator tribes, which are engaged in a long-lasting blood feud. The Yautja females are rare but are good warriors and respected hunters. Yautja stand anywhere from 6'6" to over 7 feet tall, with some exceptional individuals passing 8 feet, and can weigh anywhere from 400 to 500 pounds. Yautja mature at 200 years old and, while the upper limit for age is not known, some have been known to live for hundreds or even thousands of years, though they are considered old at around 900.