Brute Charge. If the brute moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the brute can make one slam attack against it as a bonus action.
Strategic Dismemberment. The brute is resistant to all damage except fire unless its limbs are specifically targeted. An attack made against a limb suffers a -3 penalty to hit, but if it does hit it deals damage as normal. Attacks made against the brute that require a saving throw (Fireball, Toll the Dead) are unaffected. The brute's limbs can suffer 20 damage before being severed. If it loses an arm, it loses one slam attack and its speed is halved. If it loses a leg, its speed is halved. If it has lost any two limbs, it falls prone. If it has lost both of its arms, its speed becomes 0 and it can only use the Organic Bomb action. If the brute loses all of its limbs, it dies instantly.
Reckless. At the start of its turn, the brute can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Hunker Down. As an action, the brute assumes a defensive position by shifting its armor to protect itself. Its speed becomes 0 and it cannot take actions or reactions. Its AC against frontal attacks increases by 10 while its AC against rear attacks remains the same. it cannot use this ability if it has lost one of its arms and it can leave this position as a bonus action.
Multiattack. The brute makes two slam attacks.
Organic Bomb. Ranged Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 11 (2d8+2) fire damage and all creatures within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or suffer half the damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.
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