This is homebrew, submitted by a member of the community.
Odessian Hunter
Odessian Hunter
Medium Aberration (Indoctrinated xenomorph), NeutralMedium Aberration (Indoctrinated xenomorph), Neutral
Acidic Blood When the Odessian Hunter takes bludgeoning, piercing or slashing damage, each creature within 5ft of the Hunter takes 13 4d6 acid damage.
Biomechanical Camouflage The Hunter has advantage on Dexterity (stealth) checks to hide in mechanical and industrial terrain.
Magic Resistance The Hunter has advantage on saving throws against spells and other magical effects.
Pack Tactics The Hunter has advantage on an attack roll against a creature if at least one of the Hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.
Siege Monster The Hunter deals double damage to objects and structures
Unusual Nature The Hunter doesn't require air, food, drink, or sleep
[b][i]Acidic Blood[/b][/i] When the Odessian Hunter takes bludgeoning, piercing or slashing damage, each creature within 5ft of the Hunter takes 13 [4d6] acid damage.
[b][i]Biomechanical Camouflage[/b][/i] The Hunter has advantage on Dexterity (stealth) checks to hide in mechanical and industrial terrain.
[b][i]Magic Resistance[/b][/i] The Hunter has advantage on saving throws against spells and other magical effects.
[b][i]Pack Tactics[/b][/i] The Hunter has advantage on an attack roll against a creature if at least one of the Hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.
[b][i]Siege Monster[/b][/i] The Hunter deals double damage to objects and structures
[b][i]Unusual Nature[/b][/i] The Hunter doesn't require air, food, drink, or sleep
Actions
Multiattack The Hunter makes two Claw attacks and then a bonus attack to stealth or makes a tail attack and a Claw attack.
Claws Melee Weapon Attack: +10 to hit, reach 6ft, one target. Hit: 12(2d6 + 6) slashing damage and the target needs to make a DC 15 Strength Save if it is medium or smaller and fails the save it is grappled. While a target is grappled the Hunter can make a inner Jaw attack or use Implant Stinger action as a bonus action.
Inner Jaw Melee Weapon Attack: +10 to hit, reach 6ft, one target; Hit: 19(2d12 + 6) piercing damage.
Implant Stinger The Hunter inserts the stingers by the sides of its head into a target it has grappled if the target is humanoid or beast it must succeed on a DC 16 Constitution saving throw or the Hunter implants 3 (1d4 + 1) stingers into the creature, loosing them from the side of its skull. Over the next 3 hours the Hunter knows any and all locations of the target as long as its on the same plane of existance and still has the stinger in it. A target can use an action to remove a stinger by suceeding on a DC 16 Strength Check.
[b][i]Multiattack[/b][/i] The Hunter makes two Claw attacks and then a bonus attack to stealth or makes a tail attack and a Claw attack.
[b][i]Claws[/b][/i] [i]Melee Weapon Attack:[/i] [+10] to hit, reach 6ft, one target. [i]Hit:[/i] 12([2d6 + 6]) slashing damage and the target needs to make a DC 15 Strength Save if it is medium or smaller and fails the save it is grappled. While a target is grappled the Hunter can make a inner Jaw attack or use Implant Stinger action as a bonus action.
[b][i]Inner Jaw[/b][/i] [i]Melee Weapon Attack:[/i] [+10] to hit, reach 6ft, one target; [i]Hit:[/i] 19([2d12 + 6]) piercing damage.
[b][i]Implant Stinger[/b][/i] The Hunter inserts the stingers by the sides of its head into a target it has grappled if the target is humanoid or beast it must succeed on a DC 16 Constitution saving throw or the Hunter implants 3 ([1d4 + 1]) stingers into the creature, loosing them from the side of its skull. Over the next 3 hours the Hunter knows any and all locations of the target as long as its on the same plane of existance and still has the stinger in it. A target can use an action to remove a stinger by suceeding on a DC 16 Strength Check.
Legendary Actions
Details
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