False Appearance. While B.R.U.T.E remains motionless, it is indistinguishable from a normal suit of armor.
Medical Protocol. Once per short rest, B.R.U.T.E can remove one condition from an ally and heal them for 5d6 health within 10 ft.
Self Repair Protocol. Once per long rest, if B.R.U.T.E's hp drops below 20, they may spend 1 action to perform self repairs on their body and heal 8d6 health.
Multiattack. B.R.U.T.E makes three melee attacks. Two with its slam and one with its arm blade.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage.
Arm Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage
Overbeam (Recharge 4–6). B.R.U.T.E fires a burning hot white beam of pure magic out of its hands in a 75 foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 42 (8d8+7) magic damage on a failed save, or half as much damage on a successful one.
A.A.M.P Missiles (Recharge 4–6). B.R.U.T.E fires 4 missiles at up to 4 targets within 40 ft. Each targeted creature must make a DC 19 Dexterity saving throw, taking 22 (3d8+5) magic damage on a failed save for each missile, or half as much damage on a successful one.
Defender-Form-Switch. B.R.U.T.E's AC becomes 22 but has disadvantage on its attack rolls.
Offensive-Form-Switch. B.R.U.T.E has advantage on its attack rolls and can make 1 additional melee attack, but its AC becomes 17.
Protection Protocol. When ally within 25 ft. would take damage, B.R.U.T.E will move into the ally's space and take the damage instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/26/2022 5:54:45 AM
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5
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1
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Coming Soon
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5/5/2022 10:00:01 PM
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11
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1
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Coming Soon
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5/5/2022 10:03:49 PM
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12
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0
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Coming Soon
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