Gargantuan Construct (Titan, Warforged), Chaotic Neutral
Armor Class 28 Armored Chassis
Hit Points 1255 (31d20 + 930)
Speed 45 ft.
STR
30 (+10)
DEX
8 (-1)
CON
30 (+10)
INT
13 (+1)
WIS
16 (+3)
CHA
25 (+7)
Saving Throws STR +19, CON +19
Skills Athletics +25, Intimidation +20
Damage Resistances Fire, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Grappled, Poisoned, Stunned
Senses Passive Perception 17
Languages Celestial (Cykliann), Common, Primordial (Cykliann)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

De-Combination. When Bruticus is reduced to 0 Hit Points, he splits apart into his individual Combaticon components rather than dying; Each Combaticon having only half their Hit Points upon disassembly. 

Collective Consciousness. Bruticus' consciousness is formed from the merged minds of the Combaticons, making it 6 minds that reside within his head. As a result, Bruticus has advantage on all saving throws against taking Psychic damage, and resistance to Psychic damage. Additionally; Anyone that attempts to read or enter Bruticus' mind must succeed a DC 23 Intelligence saving throw or take 33 (6d10) Psychic damage. 

Heavy Artillery. Attacks made by Bruticus ignore resistances to Fire, Force, and Radiant damage, and when rolling damage for an attack that deals Fire, Force, or Radiant damage, any 1 on a damage die is treated as a 2.

Just In My Way! Bruticus can enter spaces occupied other creatures. If Bruticus were to move to the same space as another Huge or smaller creature, that creature would have to succeed a DC 20 Dexterity saving throw or take 21 (2d10+10) Bludgeoning damage and be knocked Prone.

Legendary Resistance (3/Day.) If Bruticus were to fail a saving throw, he can choose to succeed instead. 

Siege Superweapon. Bruticus deals triple damage to objects and structures. 

The Bigger They Are... Bruticus has a Damage Threshold of 30, is immune to Forced Movement, ignores Difficult Terrain, and does not provoke Opportunity Attacks. 

...The Harder They Hit! Bruticus' attacks count as magical for the purpose of bypassing resistances and immunities to nonmagical attacks and damage, and any creature Bruticus hits with a Melee Weapon Attack must succeed a DC 25 Strength saving throw or be pushed back 20ft.

Terrifying Presence. Bruticus has advantage on all Intimidation and Persuasion checks, and any creature that starts its turn within 45ft of Bruticus must succeed a DC 24 Wisdom saving throw or be Frightened until the start of their next turn. Upon a successful saving throw, a creature is immune to being Frightened by Bruticus' Terrifying Presence for the next 24 hours. 

Actions

Multiattack. Bruticus makes two Slam attacks and one Stomp attack.

Blast-Off's Pyro-Blaster (2 Turn Recharge.) Bruticus converts his right forearm into a JTGN-120 Pyro-Blaster, spewing a violent torrent of fire in either a 180ft line or a 45ft cone. Any creature caught in the roaring flame's area of effect must make a DC 23 Dexterity saving throw, taking 33 (6d10) Fire damage and 11 (2d10) Radiant damage on a failed save, or half as much on a successful one. In addition, the ground within the Pyro-Blaster's affected area continues to burn for the next 3 turns, with any creature who enters the affected area for the first time or starts its turn there needing to make a DC 22 Constitution saving throw, taking 21 (6d6) Fire damage on a failed save, or half as much on a successful one. 

Blast-Off's Shockfire Rockets (4 Turn Recharge.) Bruticus raises his right arm and fires four guided rockets at a target within 225ft of himself, each rocket erupting into a 20ft radius ball of electrically-charged fire. Any creature caught in this area must succeed a DC 24 Dexterity saving throw or take 21 (6d6) Fire damage plus 7 (2d6) Lightning damage. In addition, any magical creature or object that requires energy that is caught in a rocket's area of effect becomes inoperable for 1 Hour, disabled by the electrical discharge of the rocket's detonation.

Brawl's Riot Cannons (1 Turn Recharge.) Ranged Weapon Attack: +7 to hit, range 120/360ft, one target. Hit: 33 (6d10) Radiant damage, and the target must succeed a DC 24 Strength saving throw or be pushed back 15ft.

Grab. Bruticus makes one Slam attack against a Large or smaller creature within range. If the attack hits, the target takes the slam's damage and is grabbed by Bruticus, becoming Grappled with an escape DC of 27. Until the grapple ends, the target is Restrained. On his turn, Bruticus can choose to do the following:
- Crush. Bruticus crushes the creature in his grasp, dealing 27 (3d10+10) Bludgeoning damage. 
- Throw. Bruticus throws the creature up to 300ft away, dealing 1d6 Bludgeoning damage for every 10ft thrown. If the thrown creature were to strike another creature on the ground, that creature must succeed a DC 22 Dexterity saving throw or take an amount of Bludgeoning damage equal to the amount dealt to the thrown creature. 

Onslaught's Artillery Cannons (5 Turn Recharge.) Bruticus targets a 40ft radius area within 600ft of himself and fires a single volley of two cluster munitions from his back-mounted cannons, raining explosive death over a large area. Any creature caught in this area must succeed a DC 25 Constitution saving throw or take 26 (4d12) Fire damage plus 52 (8d12) Force damage and be Deafened for 1 turn, only taking half as much damage on a successful save.

Slam. Melee Weapon Attack: +17 to hit, reach 20ft, one target. Hit: 38 (5d10+10) Bludgeoning damage.

Stomp. Melee Weapon Attack: +17 to hit, reach 10ft, one target. Hit: 43 (5d12+10) Bludgeoning damage, and the target must succeed a DC 25 Strength saving throw or be knocked Prone. Additionally, any creature within a 10ft radius centered on the targeted creature must succeed a DC 24 Constitution saving throw or take 13 (2d12) Force damage and be Stunned for 1 turn, only taking half as much damage on a successful save. 

Vortex's Micro-Missiles (3 Turn Recharge.) Bruticus raises his left arm and unleashes a swarm of 12 micro missiles, each dancing through the air before streaking towards a target within range and exploding in a fiery cascade. Ranged Weapon Attack: +10 to hit, range 180ft, up to twelve targets. Hit: 7 (2d6) Fire damage.

Bonus Actions

Frantic Rage. Bruticus explodes with unbridled fury, temporarily embarking on a mindless rampage fueled by nothing but blind anger. For the next 5 turns Bruticus is only able to use his Grab, Slam, and Stomp actions in exchange for the following benefits;
- Additional 15ft movement speed.
- Resistance to all damage.
- All Melee Weapon Attacks result in a 15ft radius-sphere blast, with any creature caught in the blast need to make a DC 25 Dexterity saving throw or take 20 (3d12) Force damage.

Come the end of Bruticus' rage-fueled warpath, he must take a moment to recover his energy after exerting so much of it during his outburst. Until the end of Bruticus' next turn, his movement speed is reduced to 15ft. 

Legendary Actions

Bruticus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Bruticus regains spent legendary actions at the start of his turn.

Devastation Rushdown (Costs 1 Action). Bruticus dashes forward up to 60ft and makes one Stomp attack. 

Frontal Assault (Costs 2 Actions). Bruticus kneels down on his left leg, raises both his arms in front of him, and unleashes an unfathomable torrent of firepower at anything that dares to stand in his way. Firing his back-mounted artillery cannons, shockfire rockets from his right arm, micro-missiles from his left arm, and riot cannons from his left leg; Bruticus cleaves through whatever is unfortunate enough find itself in his warpath. Any creature caught in a 200ft long, 40ft wide line emanating from Bruticus must succeed a DC 25 Dexterity saving throw or take 78 (12d12) Fire damage, 39 (6d12) Force damage, and 50 (9d10) Radiant damage. In addition, the sheer amount of ordnance fired results in a series of impossibly loud blasts ringing out. Any creature within a 60ft radius-sphere of Bruticus as he carries out his assault must make a DC 23 Constitution saving throw, taking 23 (5d8) Thunder damage and becoming Deafened for 1 Hour on a failed save, while only taking half as much damage upon a successful one. 

However, Bruticus unleashing such a devastating force comes at a cost; Onslaught's Artillery Cannons, Blast-Off's Shockfire Rockets, Vortex's Micro-Missiles, and Brawl's Riot Cannons each require triple their Recharge time to pass before they can be used again. 

Wave of Ruin (Costs 3 Actions). Bruticus rears back and raises both his arms above his head before slamming them into the earth with tremendous force, resulting in a quake-like wave that rips through the ground with apocalyptic force. The wave travels and expands over a 80ft cone-like area, with any creature caught in the cone needing to make a DC 26 Constitution saving throw, taking 59 (9d12) Bludgeoning damage plus 59 (9d12) Force damage on a failed save, or half as much on a successful save. In addition, the ground within the area affected by the wave becomes difficult terrain. 

Description

Throughout the Cykliann Civil War, there were many names which would strike fear into the sparks of the Covenant. Bludgeon, Overlord, Deathsaurus, Shockwave, Lugnut, Galvanous. Yet there was one name that surpassed all others, the utterance of which would turn even the most battle-hardened veteran into a cowering mess; Bruticus. Widely believed to be the strongest combiner in history, only challenged by Nexus Prime of the Thirteen Primes, Bruticus loomed over near-everything on the battlefield as he rained unparalleled ordnance upon the Covenant. Formed by the elite Legion strike team, the Combaticons, Bruticus was a walking calamity only barely matched by the combined strength of the Covenant's forces as he tore his way through Covenant-held cities. Though was by no means the smartest combiner at the Legion's disposal, Bruticus was certainly not a complete brute; his mind being a merge of the Combaticons meant that he was capable of utilizing tactics and strategy, though his preference for using unmatched brute force was perhaps his only real exploitable weakness. Still, his dominance was so complete that it soon became a Covenant tactic to evacuate and bombard any held position that Bruticus was deployed to, without the aid of overwhelming number or their own combiners it was the only way to ensure anything other than a complete Legion victory. Even come the end of the war on Cyklia, Bruticus still maintained his status of the Legion's go-to superweapon. Above Terra Thyria, he brought down a small fleet of Covenant Ark's as he marched across their hulls and ripped the vessels apart. On Syraath during the siege of City Zero, he single-handedly destroyed several heavily fortified Fortress Sectors and all the Covenant that laid therein. 

Now, in the modern age as Galvanous prepares to return to Terra Firma to stamp out the last vestiges of Unicron, the Combaticons and Bruticus are held in reserve. Relegated to logistical operations far away from the field, they and all the rest of the Legion know that it is only a matter of escalation before they must merge into Bruticus again to lay waste once more. 

Previous Versions

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5/23/2026 4:42:43 AM
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Monster Tags: Titanconstructartillerybrute

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