Game Master / Adversaries / Predator Maneuvers
Predator Maneuvers
A Predator exploits openings, attacks from advantage, and vanishes or repositions before the enemy can answer. It avoids fair, prolonged fights.
Ambush
Predatory Strike
Predator, Maneuver · 1 AP
Make 1 melee weapon attack; if it had at least 1 Advantage, add 2 damage dice (Strong Step).
Hit-and-Run
Hit and Fade
Predator, Maneuver · 1 AP
Make 1 melee weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Oblivious 2 (Strong Step) toward it, and its Speed rises by 10 feet (Strong Magnitude) this round. When it moves while a creature is Oblivious to it, that creature must succeed a Perception save against this creature's action check or it becomes Hidden to them.
Crafting tags: Essence Shadow; Ingredients none.
Ongoing Predation
Venomous Strike
Predator, Maneuver · 1 AP
Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half damage taken) or take 1d4 persistent poison damage (Weak Step).
Vanish
Vanishing Veil
Predator, Maneuver, Concentration · 1 AP
Choose a 10x10 area within Close. While concentrating and inside it, the Predator is Concealed and may Hide even while observed.
Crafting tags: Essence Shadow; Ingredients none.
Predatory Control
Seize the Prey
Predator, Maneuver · 1 AP
Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or be Grappled and pulled up to 10 feet (Strong Magnitude) to a space of its choice, without spending Speed or provoking Move reactions.
Fear Predation
Hunting Dread
Predator, Maneuver · 1 AP
1 enemy within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Frightened 2 (Strong Step); with Misfortune if the target is taking persistent damage from it or is Oblivious to it.
Crafting tags: Essence Fear; Ingredients none.
Predator Trickery
Shed the Shell
Predator, Reaction, Recharge · Reaction (1 RP)
Trigger: It fails a save against being grabbed, moved against its will or restrained.
Reroll the failed save with 1 Advantage. On a success it is Concealed until the end of its turn and moves up to 10 feet (Strong Magnitude) for free, through occupied spaces and gaps one size smaller.