Bruiser (FMA Supplement)
Bruiser
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Medium humanoid (human), lawful evil Armor Class 15 (padded armor)
Saving Throws Str +4, Dex -1, Con +5 Padded Armor. The bruiser has a damage threshold of 5. Dueling. When the bruiser is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in attack). Defense. While wearing armor, the bruiser has a +1 bonus to their AC (included in AC). ACTIONSShortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Old Model Pistol. Ranged Weapon Attack: +2 to hit, range 30/300 ft., one target. Hit: 5 (2d4) piercing damage. Must be reloaded after 10 shots. Second Wind (1/Short or Long Rest). As a bonus action, the bruiser regains 8 (1d10 + 3) hit points.
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Bruisers represent the common thugs of society. While some bruisers live in camps far beyond civilization, harassing travelers and robbing what few cars they can stop, plenty of bruisers make a living shaking down locals for "protection" from their own wrongdoing. Still, even individuals who justify their actions with force know to fear the Amestrain military, leading to a rise in organized crime within city centers. |
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