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Hulking Brain


Monster

Hulking Brain

Horror, Voiceless Talker
Level 6
Elite Brute
EV 32
1LSize
5Speed
180Stamina
4Stability
7Free Strike
Immunity
Weakness
Movement
M+3Might
A+1Agility
R-2Reason
I-2Intuition
P+0Presence
l

Four-Way Grasp

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 1
TargetFour creatures or objects
Power Roll+ 3
!7 damage
@10 damage; A < 2 grabbed
#11 damage; A < 3 grabbed
Special

The hulking brain can have up to four size 1 creatures grabbed.

2 MaliceThe potency increases by 1.
l

Cerebral Suplex

KeywordsMeleeStrike
DistanceMelee 1
TargetEach enemy
Power Roll+ 3
!7 damage; M < 1 3 damage
@10 damage; M < 2 3 damage
#13 damage; M < 3 6 damage
Effect

A target must be grabbed by the hulking brain, and is no longer grabbed after the power roll is resolved.

f

Lumber

ActionManeuver
DistanceSelf
TargetSelf
Effect

The hulking brain shifts up to 4 squares, ignoring difficu terrain.

)

Brawny Buffe

1 Malice
ActionFree triggered action
DistanceSelf
TargetSelf
Trigger

An ally voiceless talker within 5 squares takes damage from an enemy ability.

Effect

The hulking brain shifts adjacent to the ally and becomes the new target of the ability.

2 MaliceThe enemy is knocked prone.
*

Biceps to Spare

The hulking brain can carry up to four size 1 creatures they have grabbed, and takes no penalty to their speed while doing so.

*

Psionic Conductor

Whenever a non-minion voiceless talker within 5 squares of the hulking brain uses a psionic ability, they can do so as if they were in the hulking brain's space.

*Malice Features

At the start of any voiceless talker's turn, you can spend Malice to activate one of the following features. Voiceless Talker Malice

*

Guise

3 Malice

One non-minion voiceless talker projects a psionic screen over their body, preventing other creatures from treating them as an enemy until the end of the voiceless talker's next turn.

*

Memory Thief

5 Malice
KeywordsPsionicRanged
ActionManeuver
DistanceRanged 5
TargetOne creature
Power Roll+ 3
!6 psychic damage; R < 1 the target can't treat their allies as allies (save ends)
@10 psychic damage; R < 2 the target perceives their allies as enemies (save ends)
#13 psychic damage; R < 3 the target perceives their allies as enemies (save ends)
Special

This ability can't be used by a minion.

*

Evolutionary Circuit

10 Malice

All voiceless talkers link their minds, creating a circuit that empowers them while two or more voiceless talkers remain in the encounter. While this circuit is active, any psionic strike made by a voiceless talker deals an extra 5 damage. Additionally, when a non-minion voiceless talker takes damage, they can use a free triggered action to swap places with any voiceless talker minion on the encounter map. The minion takes the damage instead.

Source: Draw Steel: Monsters · printing 1.01