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Nerdarchy > Dungeons & Dragons  > Out of the Box Encounter: “Hunted in the Woods” (Inspired by The Predator)
The predator

Out of the Box Encounter: “Hunted in the Woods” (Inspired by The Predator)

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Imagine your party trekking through dense woods, perhaps on a routine mission or in search of a lost item. The forest is quiet—too quiet. Something is watching them. Before they even realize it, they’re being hunted by an intelligent, invisible foe. Welcome to “Hunted in the Woods,” a high-tension encounter inspired by the Predator movies that will challenge your players to think creatively, survive deadly ambushes, and uncover the terrifying hunter stalking them.

This encounter is perfect for parties of 5th-7th level who enjoy problem-solving and strategic play. The enemy—an alien hunter under the effect of Greater Invisibility—will strike without warning and push the party to the edge as they realize they’re being stalked.


Setup:

  • The party is traveling through an ancient forest, on a hunt for a rare herb, a magical beast, or simply en route to another location.
  • They notice unusual signs: trees slashed as if by enormous claws, strange clicking sounds, and perhaps the remains of a fallen NPC adventurer with a gaping, cauterized hole in their chest.
  • Without warning, they are attacked.

The Encounter Begins:

The alien hunter (Predator) will use its Greater Invisibility to stalk the players and pick them off. It is a highly intelligent adversary, using the terrain to its advantage and making ranged attacks from a distance. Initially, the players will not be able to see the creature.

Starting Encounter:

  • The Predator opens with ranged attacks from its shoulder-mounted plasma caster (ranged weapon) while hidden under Greater Invisibility.
  • These attacks should feel like sudden, precise shots—taking out one character’s equipment, injuring another, and causing the party to panic.
  • Each attack is followed by eerie clicking noises, making it clear the party is being hunted.

How to create tension:

  • After the first attack, the Predator moves between trees, firing again and changing its location each round.
  • Have the environment play a role—dense trees, fallen logs, and narrow trails can make positioning difficult for the party.
  • Use perception checks (DC 17) to allow players to hear the Predator’s movements or see faint disturbances in the environment (like branches moving or disturbed dirt).

Phase One: Realizing the Danger

As the Predator fires on them from a hidden position, the party needs to determine what they’re up against. Allow them to start putting together clues, such as the invisible nature of the attacker and the precision of the shots.

Here are some ways the players could uncover the truth:

  • Arcana/Insight Checks (DC 15): Players may realize that the attacker is using Greater Invisibility.
  • Survival/Perception Checks (DC 17): Players can attempt to follow the Predator’s tracks or listen for movement, leading them to sense the creature’s presence.
  • Using Spells or Items: Spells like Faerie Fire, See Invisibility, or items that reveal invisible creatures (such as powder or dust) can be used to force the Predator out of hiding.

Phase Two: The Skill Challenge—Running for Your Lives

Once the party realizes they’re being hunted, they’ll likely decide to escape rather than fight an invisible foe on its terms. This triggers a skill challenge: the race through the forest to escape.

Skill Challenge:

To escape the Predator and reach a defensible position, the party must succeed in 5 out of 7 skill checks. Each player can describe how they use their skills to evade the hunter while dodging its attacks. The Predator will continue firing from the trees, making the escape perilous.

  • Survival (DC 15): The player uses their knowledge of the forest to lead the party down safe paths, avoiding rough terrain.
  • Athletics/Acrobatics (DC 14): Leaping over fallen logs, ducking under branches, or making it up a steep incline quickly enough to stay ahead of the hunter.
  • Stealth (DC 17): A clever player may suggest the group hide temporarily to avoid detection. Success allows the party to momentarily lose the Predator.
  • Perception (DC 15): A player spots signs of the Predator’s movement or sees areas of cover where they can take temporary refuge.
  • Nature (DC 15): The player uses knowledge of the woods to manipulate the environment—like knocking down a hornet’s nest or triggering an animal stampede to slow down the Predator.

Failure in the Skill Challenge:

  • If the party fails the skill challenge, the Predator catches up to them, and one character is targeted for a devastating melee attack as a punishment. The party will also need to fight the Predator in a less advantageous position (perhaps an open glade with little cover).

Success in the Skill Challenge:

  • The party manages to escape to a defensible position: perhaps a cave, a waterfall, or an old stone ruin where they can make a stand against the invisible hunter.

Phase Three: Revealing the Predator and the Final Battle

Once the party has reached a defensible position(or not), they’ll need to reveal the Predator to stand a chance in combat. If they’ve prepared with Faerie Fire or See Invisibility, they’ll have the upper hand. If not, creative solutions—like throwing dust, mud, or oil—might help reveal the creature’s outline.

Tactics:

  • Predator’s Stealth: If the Predator remains invisible, it will continue to fire from afar. However, once revealed, it will engage in close combat, using its high mobility and brutal melee attacks to keep the party on the back foot.
  • Environment: Make sure the environment plays a role—players can use rocks for cover, set traps, or manipulate the landscape to their advantage.

Stat Block: The Alien Hunter (Predator)The predator

Alien Hunter
Medium Monstrosity, Neutral Evil

Armor Class: 18 (Natural Armor)
Hit Points: 136 (16d8 + 64)
Speed: 40 ft., climb 40 ft.

STR 20 (+5) | DEX 18 (+4) | CON 18 (+4) | INT 14 (+2) | WIS 12 (+1) | CHA 10 (+0)

Skills: Athletics +9, Perception +5, Stealth +8, Survival +7
Saving Throws: Dexterity +8, Constitution +8
Damage Resistances: Fire, Lightning, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., passive Perception 15
Languages: Understands Common but doesn’t speak
Challenge: 9 (5,000 XP)


Abilities

Cloaking Device (Recharges after a Short Rest): The Alien Hunter can cast Greater Invisibility on itself at will (without concentration), lasting up to 1 hour. It can end this effect as a bonus action.

Keen Sight and Smell: The Alien Hunter has advantage on Wisdom (Perception) checks that rely on sight or smell.

Thermal Vision: The Alien Hunter ignores the benefits of invisibility and darkness, as long as it can detect heat signatures.

Hunter’s Mobility: The Alien Hunter does not provoke opportunity attacks when moving out of a creature’s reach.

Regeneration: The Alien Hunter regains 10 hit points at the start of its turn if it has at least 1 hit point. This ability ceases to function if it takes fire or lightning damage.


Actions

Multiattack: The Alien Hunter makes three attacks: one with its plasma caster and two with its wrist blades.

  • Plasma Caster (Ranged Weapon Attack): +8 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage.
  • Wrist Blades (Melee Weapon Attack): +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

Net Gun (Recharge 5–6): Ranged Weapon Attack: +8 to hit, range 30 ft., one Large or smaller creature. The target is restrained by a net. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10) destroys it.

Self-Destruct (Death Burst): Upon death, the Alien Hunter can activate a self-destruct device. It creates a massive explosion in a 30-foot radius centered on itself. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.


Conclusion:

“Hunted in the Woods” creates a thrilling, edge-of-your-seat encounter where the party isn’t just fighting a monster—they’re being hunted by one. With its Greater Invisibility, advanced technology, and predatory instincts, the Alien Hunter is a formidable foe. It’s not just about combat; the encounter challenges the players to think strategically and use the environment and their wits to survive.

By blending stealth, environmental interaction, and a terrifying, calculating enemy, this encounter adds a layer of survival horror that can turn a simple forest trek into a legendary adventure your players won’t forget.

Thanks for reading. Until Next Time, Stay Nerdy!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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