Predator (5e Creature)

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humanoid monstrosity, chaotic lawful neutral

Armor Class 20 hp=240 (30d8+180)
Hit Points Expression error: Unexpected < operator. (<!30d8d + Expression error: Unexpected < operator.)
Speed 60

20 (+5) 24 (+7) 24 (+7) 20 (+5) 20 (+5) 18 (+4)

Saving Throws strength, dexterity, wisdom
Skills investigation, survival, stealth, perception, slight of hand, deception, acrobatics, athletics, insight
Damage Vulnerabilities none
Damage Resistances none
Damage Immunities bludgeoning, slashing, piercing from nonmagical weapons
Condition Immunities frightened, charmed, confused, stunned
Senses passive Perception 28
Languages —common, elven, dwarvish, undercommon, thieve's cant, drudic, halfling, draconic, abyssal, infernal, yautja
Challenge 17 (18,000 XP)

Unarmed Strikes Through training and powerful build allows you are never unarmed. If you hit with your fists, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

DarkvisionYou can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Stalkyou can study a character for 10 minutes to learn information about them. They must be within 30 feet and you must be able to see them for the full 10 minutes to gain this feature's benefits. You gain advantage on all Persuasion, Deception, and Intimidation checks made against them within the next hour, but if you fail any of those checks against them during this time-frame, they become immune to this feature for the next 24 hours.

EvasionWhen you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Vigilantyou cannot be Surprised and creatures gain no benefits to attacks made against you from being unseen. Additionally, when you roll for initiative, you may add your Proficiency Bonus to the roll.

Fading Stepyou can take the Dash action as a bonus action and you cannot trigger traps that are triggered by being stepped on. Additionally, after the outcome of the attack made against you is decided, you may use your Reaction to move a distance of up to your speed, this does not provoke an attack of opportunity from any creature.

Adept Climberyou do not have to make Athletic checks to scale a climbable surface, and your climbing speed equals your base walking speed, you do not require at least one free hand to use this feature.

Sabotageyou gain advantage on checks made to disable traps or to lock and unlock mechanisms and you have advantage on saving throws made against traps. In addition, you have advantage on Perception and Investigation checks when you are attempting to detect hidden objects, characters, passages, and compartments.

Stumbling Stepyou can move through hostile spaces at no penalty, and you can expend 10 feet of your movement to force an opposing character, whose space you moved through, to make a Strength(Athletics) check or a Dexterity(Acrobatics) check contested by a Dexterity(Acrobatics) check from yourself, if they fail this contesting roll, they are knocked Prone. You may not end your turn in an occupied space.

Shadow Runyou remain undetected while hiding even if you move at your normal walking speed, and while in dim or dark settings your movement speed is doubled.

Silent StepWhile you are in a position in which you could hide, you have a passive stealth check value of 8 + 16 = 24, this is increased by 5 if you have advantage on the check, or is decreased by 5 if have disadvantage on the check.

Silent Sneakyou make no sounds when you breathe, walk, or climb, unless you want to. Characters have disadvantage on Perception checks (and -5 from passive Perception) made against you while they cannot see you and when you roll a 1 or 2 on a damage die for an attack you make from hiding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Friend of Shadowsyou can make Stealth checks while you are partially obscured. This may be done when you are behind half cover or three-fourths cover or when you are in a setting where no opposing character can clearly see you (such as a dim or dark setting or when in a thick fog).

Wall Walkyou are no longer affected by difficult terrain and you can walk through any wall that is no more than 1 foot thick. You can walk through walls a number of times equal to your Dexterity Modifier, you 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.


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