Grab. As a bonus action, the bruiser can use his off-hand to grab a target within range. The target must succeed a DC 13 Dexterity saving throw or the bruiser has advantage on his attacks against the target. The target is not considered grappled. At the beginning of the targets turn, the target can retry to succeed the DC 13 Dexterity saving throw to release itself.
Locomotive. If the Bruiser his full movement straight toward a creature it can then use his bonus attack to shove the target. That target must succeed on a DC 16 Strength saving throw or be knocked prone. A successful saving throw pushes the target back 5 ft.
Multiattack. The bruiser makes two studded club attacks.
Studded club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage. The target must succeed on a DC 15 Constitution saving throw or has disadvantage on its next action.
Brace for impact. The bruiser knows how to take a hit and can choose to take half damage on any slashing, piercing or bludgeoning hit against him.
Comments