Cold Susceptibility. When the Bruoma takes Cold damage, it's Speed is reduced by 10 feet until the end of it's next turn. This effect does not stack.
Thorny Carapace. When the Bruoma is hit by a Melee Attack, the creature who made the attack must make a DC 18 Constitution Saving Throw or take 14 (4d6) 4d6 Poison damage. Success: Half damage.
Unbothered. When the Bruoma finishes a long rest, it gains 50 Temporary Hit Points. While the Bruoma has these Temporary Hit Points, it has resistance against Bludgeoning, Piercing and Slashing damage, however it can not take it's Multiattack action. When the Bruoma looses all of it's Temporary Hit Points, it's blood starts pumping more, causing it to turn a more red hue. When rolling damage for it's Bite, Gore and Tail attacks, roll one additional damage die.
Additional Damage. 1d12 1d10
Multiattack. The Bruoma makes either one Gore or Tail attack and one Bite attack.
Bite. Melee Attack Roll: +11 1d20+11 , reach 5 ft. Hit: 25 (3d12 + 6) 3d12+6 Piercing damage.
Gore. Melee Attack Roll: +11 1d20+11 , reach 5 ft. Hit: 22 (3d10 + 6) 3d10+6 Piercing damage. If the target is a Huge or smaller creature and the Bruoma moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
Poisonous Fireball (Recharge 5-6 1d6 ). Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere centered on a point the Bruoma can see within 120 feet. First Failure: 35 (10d6) 10d6 Fire damage, the creature has the Poisoned condition and they must make a DC 18 Constitution Saving Throw at the end of their next turn if they are still Poisoned, ending the effect on a success. Second Failure: The creature has the Paralyzed condition for 1 minute instead of the Poisoned condition, and the creature repeats the saving throw at the end of each of their turns, ending the condition early on a success. Success: Half damage only.
Tail. Melee Weapon Attack: +11 1d20+11 , reach 15 ft. Hit: 16 (3d10 + 6) 3d10+6 Bludgeoning damage.
Natural Lenitive (1 / day). The Bruoma gains 25 Temporary Hit Points. If the Bruoma has attacked this turn, it can not use this bonus action.
Legendary Action Uses: 3. Immediately after another creature's turn, the Bruoma can expend a use to take one of the following actions. The Bruoma regains all expended uses at the start of each of its turns.
Fiery Spin. Dexterity Saving Throw: DC 18, each creature in a 10-foot Emanation originating from the Bruoma. Failure: 11 (2d10) 2d10 Fire damage, the creature has the Poisoned condition and they must make a DC 18 Constitution Saving Throw at the end of their next turn if they are still Poisoned, ending the effect on a success. Second Failure: The creature has the Paralyzed condition instead of the Poisoned condition, and the creature repeats the saving throw at the end of each of their turns. Success: Half damage only.
Flaming Recharge. If the Bruoma rolled to recharge it's Poisonous Fireball and didn't roll a 5 or 6, it can take this action to recharge it.
Rush. The Bruoma moves up to half its Speed. If it enters the space of a Medium or smaller creature, it must make a DC 19 Strength Saving Throw or have the Prone condition.
Tail Slam. The Bruoma makes one Tail attack.