Yautja Hunter
Read-only review

Yautja Hunter
A legendary extraterrestrial hunter who stalks only the most dangerous prey. Armed with advanced technology and bound by an ancient code of honor, the Yautja Hunter is a patient tracker, deadly duelist, and relentless killer.
Hunter's Cloak. While Motionless, the Yautja is invisible. While moving, creatures have disadvantage on Wisdom(Perception) checks made to detect it. The cloak ceases to function until the start of the Yautja's next turn if it takes lightning damage.
Hunter's Code. The Yautja has advantage on attack rolls against creatures with a CR of 5 or higher (or 11th level or higher). It Ignores creatures that are unconscious or otherwise helpless unless attacked by them.
Relentless Pursuit. The Yautja ignores difficult terrain and always knows the direction of any creature it has damaged within the last 24 hours, provided they are on the same plane.
Bloodied Hunter. When reduced below half its hit points: 1. The Yautja's speed increases to 50ft. 2. It gains advantage on all melee attacks. 3. It can make one additional wrist blade attack whenever it uses multiattack.
Trophy Collector. When the Yautja reduces a creature to 0 hit points, it gains 15 temporary hit points and has advantage on its next attack roll before the end of its next turn.
Legendary Resistance (2/day). If the Yautja fails a saving throw, it can choose to succeed instead
Actions
Multiattack. The Yautja makes Three Attacks, choosing any combination of Plasma Sword, Wrist Blades, Shoulder Caster, or Smart Disc (the Smart Disc can only be thrown once until recalled).
Wrist Blade. Melee Weapon Attack: +11 to hit, reach 5ft, one target. Hit: 18 (2d10 + 7) slashing damage. If both Wrist Blade Attacks hit the same creature in a turn, it suffers an additional 9 (3d4) bleeding damage at the start of each of its turns until it or another creature uses an action to stop the bleeding.
Plasma Sword. Melee Weapon Attack: +11 to hit, reach 5ft, one target. Hit: 16 (2d8 + 7) slashing damage plus 9 (2d8) fire damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet.
Shoulder Plasma Caster. Ranged Weapon Attack: +10 to hit, range 120/480ft. one target. Hit: 25 (5d8) force damage. Overcharge (recharge 5-6). The plasma bolt explodes in a 15ft radius sphere. Creatures in the area make a Dc 18 Dexterity saving throw, taking 30 (6d8) force damage on a failed save, or half as much on a success.
Smart Disc. Ranged Weapon Attack: +10 to hit, range 60/180ft, up to three creatures. The Disc makes one attack against up to three different creatures within range. Hit: 18 (3d8 + 5) slashing damage. After the attacks, the Smart Disc returns to the Yautja's hand. If it cannot return, it lands in the nearest unoccupied space.
Bonus Action: Target Lock. The Yautja designates one creature it can see within 120ft. Until the end of its next turn: 1.It has advantage on attack rolls against that creature. 2. Shoulder Caster attacks ignore half and three-quarters cover.
Reactions
Parry. The Yautja adds +5 to its AC against one melee attack that would hit it.
Legendary Actions
Move. Move up to half its speed without provoking opportunity attacks.
Wrist Strike. Make one Wrist Blade attack.
Plasma Shot (Costs 2 Actions). Make one Shoulder Plasma Caster attack.
Disc Recall (Costs 2 Actions). Instantly recalls the Smart Disc and immediately makes one Smart Disc attack, Single Target.