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Big Nut, of the Nut Family
"Big Nut, big brother to Little Nut and Son to Mama Nut and Papa Nut. His stature is unrivaled by any other in the Nut Family. Paired with his cybernetical integrated hydraulic Power Fists, there is not a thing in the Imperium or otherwise that Big Nut cannot bust." Designed by Garnet for the Withered Tavern Youtube Channel
Best Friends Forever. Big Nut can Re-Roll Damage Rolls against creatures that are "Marked for the Big Guy" so long as it deals Bludgeoning Damage. Whenever Big Nut makes successfully hits a Creature with a Melee Attack, that Creature is "Marked for Lil Man".
Strong And Stupid. Big Nut has advantage on saving throws against spells and other magical effects.
Follow Up. When Big Nut reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a free Attack Action, so long as there is a Viable Target. Furthermore, when Big Nut uses the "Uncanny Dodge" re-action, he can make a Strength Check against the attacker, the roll is against the target's Constitution Ability Score. If successful, Big Nut pushes them back 5ft and moves 5ft towards them.
Resident of Forge Phestus. A Creature with this feature gets +1 to hit rolls it makes for every friendly creature within 5ft of the target.
Genestealer Cultist. This Creature is apart of the Genestealer Cults. As such it has a slight telepathic connection to all friendly Genestealer Cultists within a 100 Yard Radius. This creature has advantage on Wisdom and Charisma Saving Throws made against people peering into it's thoughts and mind
Actions
Multiattack. Whenever Big Nut makes a Melee Attack with his Hydraulic Power Fists, he can chose to make two Attacks instead of only one.
Sinatra Pattern Stubber. 1d10 Piercing - Range 120ft/480ft, Reloading, Ammunition Sickle Mag/.50 cal, Rapidfire, Misfire (1-2)
Hydraulic Power Fists. Big Nut may use his Bonus Action before attacking with this weapon. If he does so, it doubles the amount of damage his next Attack deals to a target, however he cannot make any further attacks this turn. 2d6 Bludgeoning - One-handed, Large, Bulky, AP+
Reactions
Side Step. Whenever an attack Big Nut can see hits it with an attack, he makes a Dexterity Saving Throw at DC 14+, if failed he halves the incoming damage, if successful, the attack fails and Big Nut moves 5ft to the left or right.