Blood Frenzy. The bruiser has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
Multiattack. The bruiser makes three Pummel attacks and uses Glare.
Pummel. Melee Attack Roll: +9, reach 5 ft. Hit:12 (2d6 + 5) Bludgeoning damage.
Glare. Wisdom Saving Throw: DC 14, one creature the bruiser can see within 30 feet. Failure: The target has the Frightened condition until the start of the bruiser's next turn.
Smackback. Trigger: The bruiser takes damage from a creature within 5 feet. Response: The bruiser makes one Pummel attack, targeting the triggering creature.
Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.