Large Construct, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 162 (13d12 + 78)
Speed 25 ft.
STR
25 (+7)
DEX
13 (+1)
CON
22 (+6)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +11, CON +10
Damage Vulnerabilities Lightning
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Passive Perception 12
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Siege Monster. B.R.U.I.S.E deals double damage to objects and structures.

Charge. If B.R.U.I.S.E moves 20ft. in a straight line before making an attack, the attack does an extra 5 damage and the target is pushed 5ft. backwards.

Actions

Multiattack. B.R.U.I.S.E makes 3 slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 20 (3d8 + 7) Bludgeoning damage. 

Reinforce. B.R.U.I.S.E stitches his muscle apparatus together, gaining 2d8 temporary hit points.

Reckless Pound (5-6). B.R.U.I.S.E must spend his next two actions preparing this ability. The ability ends if he uses his action to do anything else. After two rounds of preparation, B.R.U.I.S.E  makes three pound attacks, all of these attacks hit. If B.R.U.I.S.E takes 20 lightning damage, the effect is canceled.

Reactions

Muscular Tensing. If B.R.U.I.S.E takes more than 30 damage in one attack, he may impose disadvantage on the next attack against him.

Description

Made by an alchemist who dabbles in necromancy, B.R.U.I.S.E appears to be the average warforged. Although B.R.U.I.S.E is one of a kind, as he was made using the muscles of hill giants to greatly increase his strength.

The alchemical fluids running through his veins provide an overcharge of oxygen to give brute force higher than anything formerly deemed possible. But this power comes with a catch. Electricity causes the muscles to overreact, tensing them and frying his insides.

ThamiorDracon

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