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Malevolent: Predator

Predators are feared for their tremendous speed and agility as well as their capacity to stealthily move through enemy ranks. Predators serve as the Malevolent's closest approximation to a traditional war beasts, taking the brunt of the initial losses on the battlefield and tearing foes apart with armor piercing teeth and claws. It has been speculated that the predators have natural formed offensive arrays that are ideal for armored foes. Their claws are double bladed and teeth are triangularly shaped to maximize their ability to puncture steel.                          
Malevolent Predator, Necroid, DC2
AC:14 HP:51 Speed: 40ft
STR 13 (+1)   DEX 16 (+3)   CON 14 (+2)   INT 6 (-2)   WIS 11 (+0)   CHA 9 (-1)
Resistances: Bludgeoning Immunities: Poison, Necrotic Condition Immunities: Frightened, Poisoned Weakness: Radiant
Challenge: 2 Proficiency Bonus: Perception +4, Stealth +4 Senses: darkvision 60 ft., passive perception 14
Feats:   Corrosive blood. Any non-magical slashing/piercing weapon made of metal that hits the creature 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. Nonmagical ammunition made of metal that hits the creature is destroyed after dealing damage.   Pack Tactics. The predator has Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.   Actions:   Multi attack: The predator can attack twice.   Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) Necrotic damage.   Pounce:   If the predator moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the predator can make an additional claw attack against it as a bonus action.
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