Wild Bruiser (5e Creature)
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Wild Bruiser[edit]
Large monstrosity (unversed), chaotic evil Armor Class 16 (natural armor)
Proficiency Bonus +3 Devil's Sight. Magical darkness doesn't impede the wild bruiser's darkvision. Martial Advantage. Once per turn, the wild bruiser can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the wild bruiser that isn't incapacitated. Relentless (Recharges after a Short or Long Rest). If the wild bruiser takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ACTIONSMultiattack. The wild bruiser makes two attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Drum Impact (Recharge 6). The wild bruiser slams the ground creating severl shockwakes. Each creature within 20 feet of the wild bruiser must succeed on a DC 15 Constitution saving throw or take 36 (8d8) thunder damage. BONUS ACTIONSAggressive. The wild bruiser moves up to its speed toward a hostile creature that it can see.
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