Multiattack: The Bouncer has 2 actions on their turn, and can choose to do two of one action or one of each.
Drill Punch: Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 4) Piercing damage.
Charge: Shove Attack: +10 to hit, reach 30 ft., 1 target. Hit: 6 (1d6 + 4) Bludgeoning damage + shoved 10ft. away.
The Protector Program: If any Little Sister with or nearby the Bouncer is attacked, wounded, killed, or threatened in any way, even by accident, it will immediately initiate an encounter with said Bouncer, which can be run away from, but if attempting to run fails, then the battle will begin with the first attack going after the person who threatened the Little Sister.
The Bouncer only has 1 Legendary Action before it replenishes them, and can only do one Legendary Action with them.
Drill Slam (Costs 1 Action): The Bouncer slams the ground with its drill, causing a tremor in the surrounding area and disorienting anyone within 5 feet of them, stunning them for 1 round. If this happens right before the Bouncer's turn, it will immediately follow up with Charge toward the nearest stunned enemy on its turn.
Description
The Bouncer Big Daddies are clad in a very distinct heavy diving suit, the entire torso of which is covered by a thick metal carapace. The head protrudes directly forward from the upper chest area and is encased in a hemispherical helmet studded with eight lit portholes. A large, fully-functional conical drill is attached to the right arm just forward of the elbow and is used for powerful melee attacks. The portholes on their helmet indicate the Big Daddy's mood: green means they're hypnotized and friendly, yellow means they're aware, but indifferent, and red means the Daddy is angry.
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