The Predator Level Proficiency

Bonus Features Cantrips

Known Spells

Known Spell

Slots Slot

Level Creature

Traits 1st +2 Devour ─ ─ ─ ─ 2 2nd +2 Mimicry ─ ─ ─ ─ 2 3rd +2 Spell Consumption, Predator Archetype 2 2 2 1st 2 4th +2 Ability Score Improvement 2 2 2 1st 2 5th +3 ─ 2 3 2 2nd 3 6th +3 Predator Archetype Feature 3 3 2 2nd 3 7th +3 ─ 3 4 2 3rd 3 8th +3 Ability Score Improvement 3 4 2 3rd 4 9th +4 ─ 3 5 2 4th 4 10th +4 Predator Archetype Feature 3 5 2 4th 4 11th +4 ─ 3 6 3 5th 4 12th +4 Ability Score Improvement 4 6 3 5th 5 13th +5 ─ 4 7 3 5th 5 14th +5 Predator Archetype Feature 4 7 3 5th 5 15th +5 ─ 4 8 3 5th 5 16th +5 Ability Score Improvement 4 8 3 5th 6 17th +6 ─ 4 9 4 5th 6 18th +6 ─ 4 9 4 5th 6 19th +6 Ability Score Improvement 4 10 4 5th 6 20th +6 Inner Awakening 4 10 4 5th 6 1 Predator Falling to his knees, animalistic features starts appearing before he starts getting up again. Now standing in an animalistic stand on all four, red glowing eyes and a snarl. With claws from an Ice Devil, tail of an Ankylosaurus and breath from a Behir he charges into battle. Hovering in the air with a mighty pose, the predator’s eyes start glowing blue, you can see the blue arcana energy flow within her veins, as she is preparing to rain fireballs and death upon those who oppose her. With her majestic red wings, she flies into the fray ready to become a legend. Quick and nimble a figure ducks and rolls across the battlefield thinking he has outwitted his opponents, but it is at this moment he realises he is standing toe to toe with a cyclops. With a shimmer in his eyes, a smirk on his face and all the weapons imaginable from his fallen comrades scattered on the ground. He grabs as many weapons as he can, flings them into the air and goes forth to challenge the giant. Quick Build First, Constitution should be your highest ability score. Make Charisma/Dexterity or Strength your next-highest. Second, choose the sage background Class Features As a Predator you gain the following class features. Hit Points Hit Dice: 1d8 per Predator level Hit Points at 1st Level: 8 + your Constitution modifier 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Predator level after 1st Proficiencies 1d8 (or 5) + your Constitution modifier per Predator level after 1st Armor: None Weapons: Daggers, quarterstaffs, light crossbows Daggers, quarterstaffs, light crossbows Tools: None None Saving Throws: Constitution, Charisma Constitution, Charisma Skills: Choose one skill from Arcana, Deception, History, Investigation, and Nature Equipment Choose one skill from Arcana, Deception, History, Investigation, and Nature You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a dungeoneer’s pack or (b) an explorer’s pack Credit Image: JamesCombridge

2 Devour At 1st level, you can spend your action and bonus action to try to devour a live creature with a CR equal to or lower than your Predator level and is weakened (Creatures with HP below 50 have a threshold of 10 HP before Devour can be used, for every 50 HP after 50 the threshold increases with 10 HP). The opposing creature must make a Dexterity saving throw against your Devour DC. The creature becomes devoured and killed instantly on a failed save. After devouring a creature, you become proficient in all skills and saving throws the creature was proficient in, and if the creature was wearing equipment you become proficient in the equipment that the creature used. At 11th level, you can devour creatures with a 10ft reach. Also, when you devour a creature, you gain the opportunity to learn a trait of your choice from that creature. Predator has a max number of traits that can be known at the same time, this is shown in the Creature Traits column of the Predator table. Additionally, when you devour a new creature, you can choose one of the traits you know and replace it with another trait that you could learn at that level. Devour DC = 8 + your proficiency bonus + your Constitution modifier You cannot acquire spells from creatures you devour. You cannot devour construct or undead. Mimicry At 2nd level, you gain the ability to spend your action to assume the form of creatures you have devoured. (This works the same way an Alter Self spell works, but only for appearance). At 2nd level you are only able to mimic the same size as your race. If a creature was of a bigger size it will be shrunken down to your race size. You can also slightly alter your appearance. You can use this feature a number of times equal to your Constitution modifier. You regain all uses of this feature when you finish a long rest. At 7th level you can mimic up to size Large, 12th level up to size Huge and 17th level up to size Gargantuan. Spell Consumption At 3rd level, you gain the ability to cast and consume spells. To consume a spell, you have to spend your reaction to attempt to consume the spell. To consume a spell, the spell needs to be a damaging spell that don’t cause psychic damage or has a range of “self” (This means that AoE spells such as Cone of Cold and Cloudkill can be consumed), and you must make a Constitution check. The DC equals 12 + the spell’s level. On a success, you consume the spell and gain the chance to learn it. To learn the spell, you need to have a Spell Slot of the same level or higher than the spell you consumed. If the spell is of a higher level, then your highest Spell Slot you instead gain Spell Points equal to the spells level + 1. You can transform 10 Spell Points into one spell slot as a bonus action on your turn. Any spell slots you create with this feature vanishes when you finish a long rest. The number of spells you can know at the same time is specified in the predator table. If you don’t have more room for spells as you consume a new spell, you can switch out one of the already known spells with the new one. You can use this feature a number of times equal to you Constitution modifier. You regain all uses of this feature when you finish a long rest. Spellcasting When you reach 3rd level, you gain the ability to cast spells. Cantrips You can consume cantrips under the same conditions as higher level spells. The number of cantrips you can know is shown in the Cantrips Known column. Spell Slots The Predator table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your predator spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spellcasting Ability Charisma is your spellcasting ability for your predator spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Predator spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier = 8 + your proficiency bonus + your Charisma Modifier Spell Attack Modifier = your proficiency bonus + your Charisma Modifier = your proficiency bonus + your Charisma Modifier Spellcasting Focus You can use an arcane focus as your spellcasting focus for your Predator spells. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Credit Image: Doru Li Credit Image: Doru Li

3 Predator Archetype At 3rd level, you choose an archetype that you feel reflect your approach to battle: Savage Devourer, Bright Consumer or Balanced Diet, all detailed at the end of the class description. Your choice grants you features at 6th level and again at 10th and 14th level. Inner Awakening At 20th level, you can spend a turn to tap into an inner strength, this feature changes accordingly to your archetype. Predator Archetypes With all the possibilities that comes by using monsters’ abilities against them, comes choices of how you wish to refine your skills to triumph in this world. Savage Devourer You have made the choice to chase the primal side of your ability hunting adventurer. Spells are more a nuisance then helpful and you believe in the old ways of fighting. The Savage Devourer have weaker spells but makes up for this with natural adaption. Devour Life Beginning at 3rd level, on your turn, when you successfully devour a creature, you can regain hit points equal to 1d8 + your predator level. Once you use this feature, you must finish a short or long rest before you can use it again. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Adaptive Devourer Beginning at 10th level, you can acquire two abilities from a creature, instead of one, whenever you use the Devourer feature. Each of the abilities take up one slot. Stronger Devourer Beginning at 14th level, you can now acquire one Ability Score from creatures with Devourer. You can only have one Ability Scores at the time. The score cap is also increased to 24, but only for Ability Scores acquired from Devourer. Inner Devourer At 20th level, you can spend a turn to tap into the strength of the creatures you have devoured. While being in this awakened state you are no longer limited by the Ability Score cap. You gain the highest Ability Score in each ability amongst creatures you have devoured. For the duration, Extra Attack also works with Actions acquired form creatures. This effect last for 1 minute. After the effect end you get 4 levels of exhaustion and can’t use this feature again for a week. Bright Consumer You have made the choice to chase the mystical side of your ability hunting adventurer. Spells can alter the fabric of reality and you have seen its power, and you want to obtain this power for your own use. The Bright Consumer have weaker natural adaptation but makes up for this with stronger spells. New Consumer Beginning at 3rd level, choose a class: bard, cleric, druid, sorcerer, warlock or wizard. You learn two cantrips of your choice from that class’s spell list. Knowledge Consumer At 6th level, gain the ability to consume writing with magic inscriptions. You are now able to learn spells from books and scrolls. To learn these, you need to spend 10 minutes reading and learning the spell. To not forget the spell, you also consume the book or scroll you learned the spell from. These count towards your Spells Known. Adaptive Consumer Beginning at 10th level, your use of the feature Spell Consumption resets after a short rest. You can now also learn spells when devouring a creature who was a spellcaster. You can only learn one spell, and the spell must be of the same level or lower then your highest spell slot. Progressive Consumer Beginning at 14th level, when you consume a spell, you can now decide between learning that spell (if you are able to) or converting it into Spell Points equal to the spells level + 1. Your temporary spell slots now also don’t vanish after a long rest, but rather after they have been used. Inner Consumer At 20th level, you can spend a turn to tap into the power within the arcana you have mastered. While being in this awakened state your Speeds are doubled. Also, when you want to cast a spell as your action, by spending an extra spell slot you can duplicate the spell and cast both. This effect last for 1 minute. After the effect end you get 4 levels of exhaustion and can’t use this ability again for a week. Balanced Diet You have made the choice to make the best of all the possibilities presented to you. You wish to utilize everything you have learned through your journeys to make you as good as possible, in as many things as possible. The Balanced Diet don’t excel at either abilities or spells but are flexible and good in both. Talented Beginning at 3rd level, you gain proficiency in any combination of three skills or weapons/armor of your choice.

4 Expertise At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Uncanny Dodge Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Combination / Enhancing Beginning at 10th level, you can now devour components and ingredients to purify their abilities or combine them to create new things. (Examples; Extracting iron from a rock, combining herbs into potions. This skill is highly DM reliable.) Perfect Copy At 14th level, you are able to deconstruct items and learn how they are put together. If you receive a blue print or consume an item, you gain the ability to create a perfect copy of the item as long as you have devoured sufficient material that the item is put together from. Inner Balance At 20th level, you can spend a turn to tap into the traits and strengths of what you’ve gathered so far through your journeys. While being in this awakened state you become proficient in all skills and equipment. As well as your proficiency is doubled. This effect last for 5 minutes. After the effect end you get 4 levels of exhaustion and can’t use this ability again for a week. Credit Made with The Homebrewery

Help in concept and balancing; JMacGaems, Adzna and Nephisimian

Credit Image: XRCHSchool

5 Creature Traits Throughout your journeys you have encountered wonderous creatures with spectacular abilities. Many, more powerful than you could ever imagen. Before you can make claim to this power for yourself you must have a strong enough body and mind to comprehend the strain of these abilities. If a creature trait has prerequisites, you must meet them to learn it. You can learn the trait at the same time that you meet its prerequisites. A level prerequisite refers to a level in this class. The predator cannot acquire Legendary Actions/Abilities. Recharges and limitations are the same as the creature you obtain the trait from. Features Creature features does not always need to be physically present (Example. If you have aquired flying speed, you don't need to have your wings out at all times). Natural Armoured You gain the AC of the creature you devoured if it had Natural Armor. Swimming You gain the swim speed of the creature you devoured. Climbing Prerequisite: 5th level

You gain the climb speed of the creature you devoured. Digging Prerequisite: 5th level

You gain the burrow speed of the creature you devoured. Flying Prerequisite: 15th level

You gain the flying speed of the creature you devoured. Damage Resilience You gain one of the damage resistances the creature you devoured had. Darkvision You gain the darkvision of the creature you devoured. Tremorsense Prerequisite: 5th level

You gain the tremorsense of the creature you devoured. Blindsight Prerequisite: 12th level

You gain the blindsight of the creature you devoured. Truesight Prerequisite: 15th level

You gain the truesight of the creature you devoured. Linguist You learn one of the languages the creature you devoured knew. Aberrant Ground The ground in a 10-foot radius around the predator is dough like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Adhesive Filament Prerequisite: 5th level

The predator can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the predator (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the predator, which can extrude a replacement filament on its next turn. Advanced Telepathy Prerequisite: 12th level, telepathy

The predator can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. Aggressive Prerequisite: 3rd level

As a bonus action, the predator can move up to its speed toward a hostile creature that it can see. Air Form Prerequisite: 5th level

The predator can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Ambusher Prerequisite: 5th level

The predator has advantage on attack rolls against any creature it has surprised. Amorphous Prerequisite: 3rd level

The predator can move through a space as narrow as 1 inch wide without squeezing. Amphibious The predator can breathe air and water. Angelic Weapons Prerequisite: 15th level

The predator's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra Xd8 radiant damage (The X depends on what creature you devoured).

6 Antimagic Cone Prerequisite: 12th level

The predator's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the predator decides which way the cone faces and whether the cone is active. The area works against the predator's own eye rays (magic?). Antimagic Shell Prerequisite: 15th level

The predator has advantage on saving throws against spells, and any creature making a spell attack against the predator has disadvantage on the attack roll. If the predator succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by a d6: 1-2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the predator, it has no effect on the predator and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3-4. No additional effect. 5-6. The predator's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the predator must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. Arcane Advantage Prerequisite: 5th level

Once per turn, the predator can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the predator and that ally isn't incapacitated. Archer's Eye (3/Day) Prerequisite: 3rd level

As a bonus action, the predator can add 1d10 to its next attack or damage roll with a longbow or shortbow. Army Arcana Prerequisite: 7th level

When the predator casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. Assassinate Prerequisite: 3rd level

During its first turn, the predator has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the predator scores against a surprised creature is a critical hit. Aura of Annihilation Prerequisite: 7th level

The predator can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the predator. Undead and fiends ignore this effect. Aura of Blood Thirst Prerequisite: 12th level

If the predator isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the predator. Avoidance Prerequisite: 7th level

If the predator is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Barbed Hide At the start of each of its turns, the predator deals 1d10 piercing damage to any creature grappling it. Beast of Burden The predator is considered to be a Large animal for the purpose of determining its carrying capacity. Benign Transportation (Recharges after the predator Casts a Conjuration Spell of 1st Level or Higher) Prerequisite: 9th level

As a bonus action, the predator teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. Blood Frenzy Prerequisite: 7th level

The predator has advantage on melee attack rolls against any creature that doesn't have all its hit points. Blurred Movement Prerequisite: 5th level

Attack rolls against the predator have disadvantage unless the predator is incapacitated or restrained. Boggle Oil Prerequisite: 3rd level

The predator excretes non-flammable oil from its pores. The predator chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. Slippery Oil: While coated in slippery oil, the predator gains advantage on Dexterity (Acrobatics} checks made to escape bonds, squeeze through narrow spaces, and end grapples. Sticky Oil: While coated in sticky oil, the predator gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The predator can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

7 Brave Prerequisite: 5th level

The predator has advantage on saving throws against being frightened. Brute Prerequisite: 3rd level

A melee weapon deals one extra die of its damage when the predator hits with it. Chameleon Carapace The predator can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. Chameleon Skin The predator has advantage on Dexterity (Stealth) checks made to hide. Charge Prerequisite: 5th level

Effect changes accordingly to what creature you acquired the trait from. Command Hair Prerequisite: 7th level

The predator has at least one 50-foot-long rope woven out of its hair. As a bonus action, the predator commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the predator can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The predator can use a bonus action to release the target, which is also freed if the predator dies or becomes incapacitated. A rope of predator hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the predator’s turns while it has at least l hit point and the predator is alive. If the rope drops to 0 hit points, it is destroyed. Confer Fire Resistance The predator can grant resistance to fire damage to anyone riding it. Confusing Gaze Prerequisite: 9th level

When a creature starts its turn within 30 feet of the predator and is able to see the predator's eyes, the predator can magically force it to make a DC 15 Charisma saving throw, unless the predator is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 1 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the predator until the start of its next turn, when it can avert its eyes again. If the creature looks at the predator in the meantime, it must immediately make the save. Corrode Metal Prerequisite: 5th level, Amorphous

Any non-magical weapon made of metal that hits the predator corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the predator is destroyed after dealing damage. The predator can eat through 2-inch-thick, non-magical metal in 1 round. Corrosive Form Prerequisite: 7th level, Amorphous

A creature that touches the predator or hits it with a melee attack while within 5 feet of it takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits the predator corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal or wood that hits the predator is destroyed after dealing damage. The predator can eat through 2-inch-thick, non-magical wood or metal in 1 round. Corrupted Carrier Prerequisite: 3rd level

When the predator is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 4d6 poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points. Creature Sense Prerequisite: 15th level

The predator is aware of the presence of creatures within X miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner (The X depends on what creature you devoured).

8 Cunning Action Prerequisite: 3rd level

On each of its turns, the predator can use a bonus action to take the Dash, Disengage, or Hide action. Damage Transfer Prerequisite: 9th level, be able to attach/grapple to a creature

While attached/grappling to a creature, the predator takes only half the damage dealt to it (rounded down). and that creature takes the other half. Dark Devotion The predator has advantage on saving throws against being charmed or frightened. Dark One's Own Luck (Recharges after a Short or Long Rest) Prerequisite: 7th level

When the predator makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Death Burn Prerequisite: 5th level

When the predator dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 2d6 radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded. Death Burst Prerequisite: 5th level

Effect changes accordingly to what creature you acquired the trait from. Death Fangs (2/Day) Prerequisite: 5th level

The first time the predator hits with a melee attack on its turn, it can deal an extra 3d10 necrotic damage to the target. Death Flash Prerequisite: 3rd level

When the predator dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn. Death Gaze Prerequisite: 12th level

When a creature that can see the predator's eyes starts its turn within 30 feet of the predator, the predator can force it to make a DC 13 Constitution saving throw if the predator isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 3d10 psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the predator until the start of its next turn. If the creature looks at the predator in the meantime, it must immediately make the saving throw. Death Throes Prerequisite: 7th level

Effect changes accordingly to what creature you acquired the trait from. Detect Sentience Prerequisite: 9th level

The predator can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Devil's Sight Prerequisite: Darkvision

Magical darkness doesn't impede the devil's darkvision. Dimensional Rift Prerequisite: 3rd level

As a bonus action, the predator can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the predator can see or specify by distance and direction (such as "30 feet straight up"}. While next to the rift, the predator can see through it and is considered to be next to the destination as well, and anything the predator puts through the rift (including a portion of its body) emerges at the destination. Only the predator can use the rift, and it lasts until the end of the predator's next turn. Displacement Prerequisite: 7th level

The predator projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the predator is incapacitated or has a speed of 0.

9 Displacement (Recharges after the predator Casts an Illusion Spell of 1st Level or Higher) Prerequisite: 7th level

As a bonus action, the predator projects an illusion that makes the predator appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the predator. The effect ends if the predator takes damage, it is incapacitated, or its speed becomes 0. Distress Spores When the predator takes damage, all other predators within 240 feet of it can sense its pain. Dive Attack Prerequisite: Fly speed

If the predator is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra XdY damage to the target (The X and Y depends on what creature you devoured). Divine Awareness The predator knows if it hears a lie. Divine Eminence Prerequisite: 5th level

As a bonus action, the predator can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the predator expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Dragon's Resistance The predator has resistance to a type of damage based on the color of dragon that invested it with power. Dreamwalker's Charm Prerequisite: 12th level

An enemy that starts its turn within 30 feet of the predator must make a DC 13 Charisma saving throw, provided that the predator isn't incapacitated. On a failed save, the creature is charmed by the predator. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this predator's Dreamwalker's Charm for 24 hours. Drone Prerequisite: 9th level

The predator produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the predator must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. Dual Shields Prerequisite: 15th level

The predator carries two shields. The predator must stow or drop one of its shields to take an action. Duergar Resilience Prerequisite: 12th level

The predator has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Earth Glide Prerequisite: 5th level, burrow speed

The predator can burrow through non magical, unworked earth and stone. While doing so, the predator doesn't disturb the material it moves through. Eerie Resemblance Prerequisite: 3rd level

The predator resembles a beholder. A creature that can see the predator can discern its true nature with a successful DC 15 Intelligence (Nature) check. Ethereal Awareness Prerequisite: 5th level

The predator can see ethereal creatures and objects. Ethereal Jaunt Prerequisite: 7th level

As a bonus action, the predator can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Evasion Prerequisite: 7th level

If the predator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the predator instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. False Appearance While the predator remains motionless, it is indistinguishable from an inanimate object (The object differs from what creature you devour).

10 Fear Aura Prerequisite: 15th level

Effect changes accordingly to what creature you acquired the trait from. Fey Ancestry The predator has advantage on saving throws against being charmed, and magic can't put the predator to sleep. Fiendish Blessing The AC of the predator includes its Charisma bonus. Fire Absorption Prerequisite: 12th level

Whenever the predator is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. Fire Aura Prerequisite: 15th level

At the start of each of the predator's turns, each creature within 5 feet of it takes 3d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the predator or hits it with a melee attack while within 5 feet of it 3d6 fire damage. Fire Form Prerequisite: 7th level

The predator can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the predator or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. In addition, the predator can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. Flail Tentacles Prerequisite: 15th level

The predator has five flail tentacles. Whenever the predator takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the predator retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. Flyby Prerequisite: 9th level, fly speed

The predator doesn't provoke an opportunity attack when it flies out of an enemy's reach. Foe Smiter of Ilneval Prerequisite: 3rd level

The predator deals an extra die of damage when it hits with a longsword attack. Gibbering Prerequisite: 5th level

The predator babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the predator and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Gnome Cunning Prerequisite: 9th level

The predator has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Grappler Prerequisite: 3rd level

The predator has advantage on attack rolls against any creature grappled by it. Grasping Tendrils Prerequisite: 7th level

The predator can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the predator, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Grim Harvest (1/Turn) Prerequisite: 3rd level

When predator kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the predator regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. Gruumsh's Fury The predator deals an extra 1d8 damage when it hits with a weapon attack. Hand of Shargaas Prerequisite: 9th level

The predator deals an extra 2 dice of damage when it hits a target with a weapon attack. Heart of Hruggek Prerequisite: 7th level

The predator has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

11 Heart of the Dragon Prerequisite: 5th level

If the predator is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all allies within 30 feet of it. Any ally that benefits from this trait (including the predator) has advantage on its next attack roll. Heated Body Prerequisite: 3rd level

A creature that touches the predator or hits it with a melee attack while within 5 feet of it takes XdY fire damage (The X and Y depends on what creature you devoured). Heated Weapons When the predator hits with a metal melee weapon, it deals an extra Xd6 fire damage (The X depends on what creature you devoured). Hellish Rejuvenation Prerequisite: 9th level

A predator that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. Hellish Weapons Prerequisite: 15th level

The predator's weapon attacks are magical and deal an extra 3d8 poison damage on a hit. Hold Breath The predator can hold its breath for X time (The X depends on what creature you devoured). Horrific Appearance Prerequisite: 15th level

Any humanoid that starts its turn within 30 feet of the predator and can see the predator's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the predator is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the predator's Horrific Appearance for the next 24 hours. Ice Walk Prerequisite: 3rd level

The predator can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Ignited Illumination As a bonus action, the predator can set itself ablaze or extinguish its flames. While ablaze, the predator sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Illumination The predator sheds bright light in a X-foot radius and dim light in an additional X feet (The X depends on what creature you devoured). Imix's Blessing Prerequisite: 5th level

When the predator reduces an enemy to 0 hit points, the predator gains 5 temporary hit points. Incorporeal Movement Prerequisite: 7th level

The predator can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Indomitable (X/Day) (X depends on devoured creature) Prerequisite: 9th level

The predator rerolls a failed saving throw. Inscrutable Prerequisite: 15th level

The predator is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the predator's intentions or sincerity have disadvantage. Invisibility Prerequisite: 15th level

The predator is invisible. Invisible in Water Prerequisite: 9th level

The predator is invisible while fully immersed in water. Iron Scent The predator can pinpoint, by scent, the location of ferrous metal within 30 feet of it. Keen Hearing and Smell The predator has advantage on Wisdom (Perception) checks that rely on hearing or smell. Keen Senses The predator has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Keen Sight The predator has advantage on Wisdom (Perception) checks that rely on sight. Keen Smell The predator has advantage on Wisdom (Perception) checks that rely on smell. Keen Tracker The predator has advantage on Wisdom checks to track prey.

12 Kicking Retreat Prerequisite: 5th level, hoove attack

If the predator attacks with its hooves, it can take the Disengage action as a bonus action. Labyrinthine Recall The predator can perfectly recall any path it has travelled. Prerequisite: 3rd level

The predator can take the Dash or Disengage action as a bonus action on each of its turns. Lightning Absorption Prerequisite: 12th level

Whenever the predator is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Lightning Blood Prerequisite: 5th level

A creature within 5 feet of the predator takes 1d10 lightning damage whenever it hits the predator with a melee attack that deals piercing or slashing damage. Limited Amphibiousness Effect changes accordingly to what creature you acquired the trait from. Limited Magic Immunity Prerequisite: 20th level

The predator is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects. Limited Spines The predator has twelve tail spines. Used spines regrow by the time the predator finishes a long rest. Limited Telepathy Prerequisite: 9th level, telepathy

Effect changes accordingly to what creature you acquired the trait from. Liquid Form Prerequisite: 5th level

The predator can enter an enemy's space and stop there. It can also move through a space as narrow as l inch wide without squeezing. Living Shadow Prerequisite: 12th level

While in dim light or darkness, the predator has resistance to damage that isn't force, psychic, or radiant. Low Cunning Prerequisite: 3rd level

The predator can take the Disengage action as a bonus action on each of its turns. Magic Club Prerequisite: 7th level

In the predator's hand, its club is magical and deals 3d4 extra damage. Magic Resistance Prerequisite: 15th level

The predator has advantage on saving throws against spells and other magical effects. Magic Weapons Prerequisite: 7th level

The predator's weapon attacks are magical. Martial Advantage Prerequisite: 3rd level

Once per turn, the predator can deal an extra Xd6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the predator that isn't incapacitated (The X depends on what creature you devoured). Mental Fortitude Prerequisite: 3rd level

The predator has advantage on saving throws against being charmed or frightened, and magic can't put the predator to sleep. Mental Resistance Prerequisite: 3rd level

The predator has advantage on saving throws against being charmed, and magic can't paralyze it. Mimicry The predator can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC X Wisdom (Insight) check (The X depends on what creature you devoured). Mind Fangs (2/Day) Prerequisite: 5th level

The first time the predator hits with a melee attack on its turn, it can deal an extra 3d10 psychic damage to the target. Mucous Cloud Prerequisite: 7th level

While underwater, the predator is surrounded by transformative mucus. A creature that touches the predator or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

13 Multiple Heads Prerequisite: 15th level

The predator has five heads. While it has more than one head, the predator has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the predator takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the predator dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The predator regains 10 hit points for each head regrown in this way. Nilbogism Prerequisite: 5th level

Any creature that attempts to damage the predator must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the predator. The predator can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. Nimble Escape Prerequisite: 3rd level

The predator can take the Disengage or Hide action as a bonus action on each of its turns. Nurtured One of Yurtrus The predator has advantage on saving throws against poison and disease. Ophidiophobia Aura Prerequisite: 12th level

Any creature of the predator’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the predator and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours. Otherworldly Perception Prerequisite: 9th level

The predator can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Overbearing Pack The predator has advantage on Strength (Athletics) checks to shove a creature if at least one of the predator’s allies is within 5 feet of the target and the ally isn't incapacitated. Pack Tactics Prerequisite: 5th level

The predator has advantage on an attack roll against a creature if at least one of the predator's allies is within 5 feet of the creature and the ally isn't incapacitated. Petrifying Gaze Prerequisite: 12th level

Effect changes accordingly to what creature you acquired the trait from. Plant Camouflage The predator has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Poisonous Skin Prerequisite: 3rd level

Any creature that grapples the predator or otherwise comes into direct contact with the predator's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the predator can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Poison's Disciple (2/Day) Prerequisite: 5th level

The first time the predator hits with a melee attack on its turn, it can deal an extra 3d10 poison damage to the target. Portent (Recharges after the predator Casts a Divination Spell of 1st Level or Higher) Prerequisite: 12th level

When the predator or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. Pounce Prerequisite: 5th level, all attacks mentioned

Effect changes accordingly to what creature you acquired the trait from. Probing Telepathy Prerequisite: 7th level, telepathy

If a creature communicates telepathically with the predator, the predator learns the creature's greatest desires if the predator can see the creature. Psychic Defense While the predator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Rampage Prerequisite: 5th level, bite attack

When the predator reduces a creature to 0 hit points with a melee attack on its turn, the predator can take a bonus action to move up to half its speed and make a bite attack. Raxivort’s Blessing Prerequisite: 5th level

When the predator reduces an enemy to 0 hit points, the predator gains 4 temporary hit points. Raxivort's Tongue The predator can communicate with ordinary bats and rats, as well as giant bats and giant rats.

14 Reactive Prerequisite: 15th level

The predator can take one reaction on every turn in a combat. Reactive Heads Prerequisite: 12th level, more than one head

For each head the predator has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Reckless Prerequisite: 3rd level

At the start of its turn, the predator can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Regeneration Prerequisite: 9th level

Effect changes accordingly to what creature you acquired the trait from. Rejuvenation Prerequisite: 15th level

If it dies, the predator returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Relentless (Recharges after a Short or Long Rest) Prerequisite: 7th level

If the predator takes X damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead (The X depends on what creature you devoured). Resonant Connection Prerequisite: 7th level

If the predator has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the predator. Rolling Charge Prerequisite: 3rd level, slam attack

If the predator rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Running Leap Prerequisite: 5th level

Effect changes accordingly to what creature you acquired the trait from. Rust Metal Prerequisite: 5th level, Amorphous

Any non-magical weapon made of metal that hits the predator corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition made of metal that hits the predator is destroyed after dealing damage. Sculpt Spell Prerequisite: 15th level

When the predator casts an evocation spell that forces other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spelt. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. Second Wind (Recharges after a Short or Long Rest) Prerequisite: 12th level

As a bonus action, the predator can regain 20 hit points. Sense Magic Prerequisite: 5th level

The predator senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Shadow Blend Prerequisite: 3rd level

While in dim light or darkness, the predator can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the predator uses a bonus action to end it or until the predator attacks, is in bright light, or is incapacitated. Shadow Stealth Prerequisite: 3rd level

While in dim light or darkness, the predator can take the Hide action as a bonus action. Shadow Teleport (Recharge 5-6) Prerequisite: 5th level

As a bonus action, the predator can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. Shapechanger Prerequisite: 7th level

Effect changes accordingly to what creature you acquired the trait from. Shargaas's Sight Prerequisite: Darkvision

Magical darkness doesn't impede the predator's darkvision. Shark Telepathy The predator can magically command any shark within 120 feet of it, using a limited telepathy.

15 Shielded Mind Prerequisite: 9th level

The predator is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Siege Monster Prerequisite: 9th level

The predator deals double damage to objects and structures. Six Heads Prerequisite: 12th level

The predator has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Skewer Prerequisite: 5th level

Once per turn, when the predator makes a melee attack with its trident and hits, the target takes an extra 3d6 damage, and the predator gains temporary hit points equal to the extra damage dealt. Slayer Prerequisite: 3rd level

In the first round of a combat, the predator has advantage on attack rolls against any creature that hasn't taken a turn yet. If the predator hits a creature that round who was surprised, the hit is automatically a critical hit. Slippery Prerequisite: 3rd level

The predator has advantage on ability checks and saving throws made to escape a grapple. Sneak Attack (1/Turn) Prerequisite: 3rd level

The predator deals an extra Xd6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the predator that isn’t incapacitated and the predator doesn't have disadvantage on the attack roll (The X depends on what creature you devoured). Snow Camouflage The predator has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Song of Rest Prerequisite: 3rd level

The predator can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The predator can confer this benefit on itself as well. Sorcery Points Prerequisite: 3rd level

The predator has 3 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the predator can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Subtle Spell: When the predator casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Speak with Beasts and Plants The predator can communicate with beasts and plants as if they shared a language. Speak with Frogs and Toads Prerequisite: Be able to speak Bullywug

The predator can communicate simple concepts to frogs and toads when it speaks in Bullywug. Spider Climb Prerequisite: 5th level, climb speed

The predator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sseth's Blessing Prerequisite: 7th level

When the predator reduces an enemy to 0 hit points, the predator gains 9 temporary hit points. Standing Leap Prerequisite: 3rd level

The predator's long jump is up to X feet and its high jump is up to Y feet, with or without a running start (The X and Y depends on what creature you devoured). Steadfast Prerequisite: 5th level

The predator can't be frightened while it can see an allied creature within 30 feet of it. Stench Prerequisite: 3rd level

Effect changes accordingly to what creature you acquired the trait from. Stone Camouflage The predator has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone's Strength Prerequisite: 9th level

While on the ground, the predator deals 2 extra dice of damage with any weapon attack.

16 Stunning Gaze Prerequisite: 7th level

When a creature that can see the predator's central eye starts its turn within 30 feet of the predator, the predator can force it to make a DC 14 Wisdom saving throw if the predator isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the predator until the start of its next turn, when it can avert its eyes again. If the creature looks at the predator in the meantime, it must immediately make the save. Suave Defense Prerequisite: 3rd level

While the predator is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Superior Invisibility Prerequisite: 12th level

As a bonus action, the predator can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the predator wears or carries is invisible with it. The predator has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Surprise Attack If the predator surprises a creature and hits it with an attack during the first round of combat, the target takes an extra Xd6 damage from the attack (The X depends on what creature you devoured). Survivor Prerequisite: 12th level

The predator regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum Swamp Camouflage The predator has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Tail Spike Regrowth The predator has twenty-four tail spikes. Used spikes regrow when the predator finishes a long rest. Taunt (2/Day) Prerequisite: 3rd level

The predator can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the predator, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the predator's next turn. Telepathic Bond Prerequisite: 15th level, Telepathy

The predator ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. Telepathic Hub Prerequisite: 9th level, telepathy

Effect changes accordingly to what creature you acquired the trait from. Telepathic Shroud Prerequisite: 15th level

The predator is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. Thorny Body At the start of its turn, the predator deals 1d4 piercing damage to any creature grappling it. Trampling Charge Prerequisite: 5th level, gore/stomp/hoove attack

Effect changes accordingly to what creature you acquired the trait from. Transparent Prerequisite: 5th level

Even when the predator is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a predator that has neither moved nor attacked. A creature that tries to enter the predator's space while unaware of the predator is surprised by the cube. Treasure Sense Prerequisite: 5th level

The predator can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. Tree Stride Prerequisite: 5th level

Once on its turn, the predator can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Tunneler Prerequisite: Able to Mimic Large size, burrow speed

The predator can burrow through solid rock at half its burrow speed and leaves a X-size tunnel in its wake (The X depends on what creature you devoured). Two Heads Prerequisite: 3rd level

The predator has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

17 Unarmored Defense While the predator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Underwater Camouflage The predator has advantage on Dexterity (Stealth) checks made while underwater. Vaprak's Rage (Recharges after a Short or Long Rest) Prerequisite: 15th level

As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: The giant has advantage on Strength checks and Strength saving throws

When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.

The giant has resistance to bludgeoning, piercing, and slashing damage. Wakeful Prerequisite: More than one head

When one of the predator's heads is asleep, its other head is awake. Water Form Prerequisite: 5th level

The predator can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Watery Stealth While underwater, the predator has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action. Web Sense While in contact with a web, the predator knows the exact location of any other creature in contact with the same web. Web Walker Prerequisite: 5th level

The predator ignores movement restrictions caused by webbing. Whispering Aura Prerequisite: 7th level

At the start of each of the predator’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 3d6 psychic damage, provided that the predator isn't incapacitated. Wounded Fury Prerequisite: 5th level

While it has 10 hit points or fewer, the predator has advantage on attack rolls. In addition, it deals an extra 2d6 damage to any target it hits with a melee attack. Actions Creature actions cost your Action to use, unless stated otherwise. Creature attacks do not count as an Attack Action when refering to Extra Attack. Multiattack Prerequisite: 5th level, all attacks mentioned in Multiattack

Attack changes accordingly to what creature you acquired the trait from. Acid Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Acid Spray Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Animate Boulders (1/Day) Prerequisite: 9th level

The predator magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the predator maintains concentration, up to l minute (as if concentrating on a spell). Animate Chains (Recharges after a Short or Long Rest) Prerequisite: 12th level

Up to four chains the predator can see within 60 feet of it magically sprout razor-edged barbs and animate under the predator's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the predator uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the predator is incapacitated or dies. Animate Trees (1/Day) Prerequisite: 12th level

The predator magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the predator. The tree remains animate for 1 day or until it dies; until the predator dies or is more than 120 feet from the predator; or until the predator takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

18 Animating Spores (3/Day) Prerequisite: 5th level

The predator targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way. Antennae Prerequisite: 3rd level

The predator corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the predator's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. Baleful Baying Prerequisite: 12th level

The predator bays magically. Every enemy within 300 feet of the predator that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the predator's next turn or until the predator is incapacitated. A frightened target that starts its turn within 30 feet of the predator must use all its movement on that turn to get as far from the predator as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. Battle Cry (1/Day) Prerequisite: 7th level

Each creature of the predator's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the predator’s next turn. The predator can then make one attack as a bonus action. Beak Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Beard Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Bite Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Blinding Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Blinding Spittle (Recharge 5-6) Prerequisite: 3rd level

The predator spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the predator's next turn. Blood Drain Attack changes accordingly to what creature you acquired the trait from. Body Thief Prerequisite: 15th level

The predator initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the predator magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the predator has total cover against attacks and other effects originating outside its host. The predator retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the predator must leave it. A protection from evil and good spell cast on the body drives the predator out. The predator is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the predator can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. Breath Weapons Prerequisite: 9th level

Attack changes accordingly to what creature you acquired the trait from. Chain Prerequisite: 12th level

Melee Weapon Attack: reach 10ft., one target. 2d6 + STR slashing damage. The target is grappled (escape DC 14) if the predator isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 2d6 piercing damage at the start of each of its turns. Change Shape Prerequisite: 7th level

Action changes accordingly to what creature you acquired the trait from. Charm Prerequisite: 7th level

Action changes accordingly to what creature you acquired the trait from.

19 Chilling Gaze Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Cinder Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Claws Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Cold Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Constrict Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Corrupted Vengeance Prerequisite: Corrupted Carrier

The predator reduces itself to 0 hit points, triggering its Corrupted Carrier trait. Create Whirlwind Prerequisite: 12th level

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the predator can see within 120 feet of it. The whirlwind lasts as long as the predator maintains concentration (as if concentrating on a spell). Any creature but the predator that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The predator can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the predator loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. Crush Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Crushing Hug Prerequisite: 9th level

Melee Weapon Attack: reach 5 ft., one target. 9d6 + STR bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 9d6 + STR bludgeoning damage at the start of each of the predator's turns. The predator can't make attacks while grappling a creature in this way. Curse of the Evil Eye (Recharges after a Short or Long Rest) Prerequisite: 9th level, Evil Eye

With a stare, the predator uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. Darkness (Recharges after a Short or Long Rest) Prerequisite: 3rd level

The predator casts darkness without any components. Wisdom is its spellcasting ability. Darkness Aura Prerequisite: 3rd level

Action changes accordingly to what creature you acquired the trait from. Deadly Leap Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Death Glare Prerequisite: 15th level

The predator targets one frightened creature it can see within 30 feet of it. If the target can see the predator, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Death Ray (Recharge 5-6) Prerequisite: 7th level

The predator targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray. Devour Intellect Prerequisite: 5th level

The predator targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 2d10 psychic damage. Also, on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

20 Draining Kiss Prerequisite: 7th level

The predator kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 5d10 + CHA psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Dreadful Aspect (Recharges after a Short or Long Rest Prerequisite: 12th level

The predator exudes magical menace. Each enemy within 30 feet of the predator must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the predator, the target can repeat the saving throw, ending the effect on itself on a success. Drop Prerequisite: 3rd level

Melee Weapon Attack: DEX to hit, one creature directly underneath the predator. Hit: 1d6 piercing damage per 10 feet fallen, up to 6d6. Miss: The predator takes half the normal falling damage for the distance fallen. Dropped Rock Ranged Weapon Attack: one target directly below the predator. 1d6 + DEX bludgeoning damage. Engulf Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Enlarge (Recharges after a Short or Long Rest) Prerequisite: 5th level

For 1 minute, the predator magically increases in size, along with anything it is wearing or carrying. While enlarged, the predator is Large, doubles its damage dice on Strength-based weapon attacks, and makes Strength checks and Strength saving throws with advantage. If the predator lacks the room to become Large, it attains the maximum size possible in the space available. Enslave Prerequisite: 7th level

Action changes accordingly to what creature you acquired the trait from. Entangling Plant Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Ethereal Stride Prerequisite: 9th level

The predator and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. Etherealness Prerequisite: 7th level

The predator magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the predator must have a hearthstone in its possession. Euphoria Breath (Recharge 5-6) Prerequisite: 3rd level

The predator exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1 - 4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5 - 6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. Evil Eye Prerequisite: 9th level

The predator magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 6d8 psychic damage on a failed save, or half as much damage on a successful one. Extract Brain Prerequisite: 9th level

Melee Weapon Attack: DEX to hit, reach 5 ft., one incapacitated humanoid grappled by the predator. Hit: The target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the predator kills the target by extracting and devouring its brain. Eye Rays Prerequisite: 7th level

Attack changes accordingly to what creature you acquired the trait from. Fetid Cloud (1/Day) Prerequisite: 5th level

A 10-foot radius of disgusting green gas extends out from the predator. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

21 Fey Charm Prerequisite: 9th level

The predator targets one humanoid or beast that it can see within 30 feet of it. If the target can see the predator, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the predator as a trusted friend to be heeded and protected. Although the target isn't under the predator's control, it takes the predator's requests or actions in the most favorable way it can. Each time the predator or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the predator dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the predator's Fey Charm for the next 24 hours. The predator can have no more than one humanoid and up to three beasts charmed at a time. Fiendish Charm Prerequisite: 7th level

One humanoid the predator can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the predator's spoken commands. If the target suffers any harm from the predator or another creature or receives a suicidal command from the predator, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the predator's Fiendish Charm for the next 24 hours. Filament Prerequisite: 5th level, adhesive filament, claw attack

One creature grappled by the predator's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the predator, and the predator makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the predator can't extrude another filament. Fire Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Fire Burst (Recharge 5-6) Prerequisite: 3rd level

The predator hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. Fire Ray Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Fireshield Prerequisite: 15th level

Melee Weapon Attack: reach 5 ft., one target. 4d6 + STR bludgeoning damage plus 2d6 fire damage plus 2d6 piercing damage. Fist Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Flail of Madness Prerequisite: 12th level

Melee Weapon Attack: reach 5 ft., one target. 1d10 + STR bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. Flail of Pain Prerequisite: 12th level

Melee Weapon Attack: reach 5 ft., one target. 1d10 + STR bludgeoning damage plus 4d10 psychic damage. Flail of Paralysis Prerequisite: 12th level

Melee Weapon Attack: reach 5 ft., one target. 1d10 + STR bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. Flurry of Bites Prerequisite: 12th level

Melee Weapon Attack: reach 10 ft., one creature. 6d6 + STR piercing damage plus 4d6 poison damage. Frightful Presence Prerequisite: 15th level

Action changes accordingly to what creature you acquired the trait from. Frost Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Gore Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Hallucination Spores Prerequisite: 5th level

Action changes accordingly to what creature you acquired the trait from.

22 Healing Touch Prerequisite: 5th level

Action changes accordingly to what creature you acquired the trait from. Heart Sight The predator touches a creature and magically knows the creature's current emotional state. If the target fails a DC l 0 Charisma saving throw, the predator also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Hoof Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Hook Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Hooves Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Horns Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Horror Nimbus (Recharge 5-6) Prerequisite: 15th level

The predator magically emits scintillating, multicolored light. Each creature within 15 feet of the predator that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 is immune to the predator's Horror Nimbus for the next 24 hours. Hurl Flame Prerequisite: 7th level

Attack changes accordingly to what creature you acquired the trait from. Hypnosis Prerequisite: 15th level

The predator projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the predator for 1 minute. While charmed in this way, the target tries to get as close to the predator as possible, using its actions to Dash until it is within 5 feet of the predator. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the predator's Hypnosis for 24 hours. Hypnotic Gaze Prerequisite: 12th level

The predator's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the predator, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the predator's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the predator's gaze for the next 24 hours. Illusory Appearance Prerequisite: 3rd level

The predator covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the predator takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC X Intelligence (Investigation) check to discern that the predator is disguised. (The X depends on what creature you devoured). Ilneval's Command (Recharge 4-6) Prerequisite: 7th level

Up to three allies within 120 feet of the predator that can hear it can use their reactions to each make one weapon attack. Imprison Soul Prerequisite: 15th level

The predator chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the predator's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the predator regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the predator regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. I fit had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A predator can imprison only one creature at a time.

23 Incite Rampage (Recharge 5- 6) Prerequisite: 3rd level

One creature the predator can see within 30 feet of it can use its reaction to make a melee attack if it can hear the predator and has the Rampage trait. Ink Cloud (Recharges after a Short or Long Rest) Prerequisite: 3rd level

Action changes accordingly to what creature you acquired the trait from. Intoxicating Touch Prerequisite: 3rd level

Melee Spell Attack: STR, reach 5 ft., one creature. The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Invisibility Prerequisite: 5th level

Action changes accordingly to what creature you acquired the trait from. Invisible Passage Prerequisite: 5th level

The predator magically turns invisible until it attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it. Invoke Nightmare (Recharges after a Short or Long Rest) Prerequisite: 7th level

The predator taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 2d10 psychic damage and is frightened of the manifestation, believing it to be real. The predator must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 2d10 psychic damage on a failure. Ironbound Pursuit Prerequisite: 5th level, Iron Boots

The predator moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 3d10 + STR bludgeoning damage and be knocked prone. Kiss Prerequisite: 5th level

The predator kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Leadership (Recharges after a Short or Long Rest) Prerequisite: 3rd level

For 1 minute, the predator can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the predator. A creature can benefit from only one Leadership die at a time. This effect ends if the predator is incapacitated. Life Leech Prerequisite: 5th level

One Large or smaller creature that the predator can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 3d10 necrotic damage at the start of each of its turns. The predator can grapple only one target at a time. Lightning Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Lightning Sword Prerequisite: 15th level

Melee Weapon Attack: reach 15 ft., one target. 9d6 + STR lightning damage. Lightning Strike (Recharge 5-6) Prerequisite: 15th level

The predator hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 12d8 lightning damage on a failed save, or half as much damage on a successful one.

24 Luring Song Prerequisite: 9th level

The predator sings a magical melody. Every humanoid and giant within 300 feet of the predator that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The predator must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the predator is incapacitated. While charmed by the predator, a target is incapacitated and ignores the songs of others. If the charmed target is more than 5 feet away from the predator, the target can take the Dash action on its turn to move toward the predator by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the predator, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this predator's song for the next 24 hours. Maddening Feast Prerequisite: 12th level

The predator feasts on the corpse of one enemy within 5 feet of it that died within the past minute. Each creature of the predator's choice that is within 60 feet of it and able to see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. 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 is immune to the predator's Maddening Feast for the next 24 hours. Mandibles Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Merrshaulk's Slumber (1/Day) Prerequisite: 7th level

The predator targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. Mesmerizing Chirr (Recharge 6) Prerequisite: 3rd level

The predator makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the predator and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the predator's next turn. Mind Blast (Recharge 5-6) Prerequisite: 12th level

Attack changes accordingly to what creature you acquired the trait from. Mist Form Prerequisite: 12th level

The predator transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the predator is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the predator can enter a creature's space and stop there. Each time that creature starts its turn with the predator in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. Moan Prerequisite: 12th level

Each creature within 60 feet of the predator that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the predator's next turn. If a creature's saving throw is successful, the creature is immune to the predator's moan for the next 24 hours. Mud Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Needles Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Nightmare Haunting (1/Day) Prerequisite: 7th level

While on the Ethereal Plane, the predator magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 1d10. If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the predator’s soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

25 Oil Puddle Prerequisite: 3rd level

The predator creates a puddle of oil that is either slippery or sticky (predator's choice). The puddle is 1 inch deep and covers the ground in the predator's space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check. Pacifying Spores Prerequisite: 5th level

Action changes accordingly to what creature you acquired the trait from. Petrifying Breath (Recharge 5-6) Prerequisite: 12th level

The predator exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. Petrifying Touch Prerequisite: 15th level

The predator touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the predator can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the predator unless the predator is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. Phantasms (Recharges after a Short or Long Rest) Prerequisite: 12th level

The predator magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which predator is the real one. If the predator is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the predator with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the predator or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the predator's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Pincer Prerequisite: 3rd level

Attack changes accordingly to what creature you acquired the trait from. Poison Breath Prerequisite: 5th level

Attack changes accordingly to what creature you acquired the trait from. Poison Quills Prerequisite: 3rd level

Melee Weapon Attack: reach 5 ft., one creature. 1d6 poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Proboscis Prerequisite: 9th level

Melee Weapon Attack: reach 5 ft., one creature. 4d6 + STR piercing damage plus 7d6 necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long r