Crit Immunity. The Bouncer is Immune to Critical Hits when enraged.
Charger. When the Bouncer uses the Dash Action, he can use his Bonus Action to do make one melee weapon attack or to shove an enemy. If he moves for at least 10 feet in a straight line before making the attack, add +5 to the damage roll. If shove is chosen, can push someone back 10 feet.
Mood Lighting. The Bouncer has three "moods" that can be shown and is the only way of communication they have. These moods appear as the color of the small portholes on the Bouncer's helmet, along with his wrist.
- Green: A Big Daddy under the effects of Hypnotize Big Daddy will produce a green light from their portholes. These Big Daddies are friendly to the player, and will protect them as if they were a Little Sister.
- Yellow: A Big Daddy with yellow lights emanating from its portholes is neutral to the player, and will not attack them. By default, unscripted Big Daddies always start out in this mood.
- Red: A Big Daddy attacked by the player or under the effects of Enrage will produce a red light. In the first case, the Big Daddy will attack the player. In the second, it will attack anyone in its vicinity.
Fist. Unarmed Attack: +16 to hit, reach 5 ft., One target.
Hit: 10 Bludgeoning damage.
The Drill (BioShock). Melee Weapon Attack: +11 to hit, reach 10 ft., One target.
Hit: 24 (3d12 + 4) Piercing damage. Weapon Properties: Cleave, Push, Topple
Rage (3 Uses). Has access to the barbarian trait called Rage, with an increase to speed to 60 feet.
Frenzy Attack. Bouncer can go into a frenzy when he goes into rage. If he do so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When his rage ends, he suffers one level of exhaustion.
Avenging Rage. Rage is automatically started if a Bouncer's Ally is attacked before the Bouncer enters Initiative and are within eyesight.
Karmic Justice. If hit 5 times within 3 rounds, an explosion goes off as the Bouncer as the center, 5 foot radius dealing 19 (4d6 + 5) Force damage.
Sentinel Attack. The Bouncer has mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When the Bouncer hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from the Bouncer even if they take the Disengage action before leaving his reach.
- When a creature within 5 feet of the Bouncer makes an attack against a target other than him (and that target doesn't have this feat), The Bouncer can use his reaction to make a melee weapon attack against the attacking creature.
Description
Hulking Diver Suit with a Drill as their right hand which is powered by an engine on their back. They become more agile than their brothers, but only when they have been enraged. They have no ranged combat and will always be on the offensive, always going full speed while protecting their Little Sister.
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