User's Powers: The creature shares all class abilities, racial abilities and feats that you have.
Multiattack: It can make two attacks. Kick: Meele Weapn Attack: +5 plus your proficiency to hit, reach 10ft., one target. Hit: 6d6 bludgeoning damage. Punch: Melee Weapon Attack: +5 plus your proficiency to hit, reach 5ft., one target. Hit: 5d6 bludgeoning damage. Signature Move - Spear: If a creature is below half health, then you can use your signature move. Moving at least 20ft of your movement towards a creature, you use your full body weight to slam into the target in a football-style shoulder tackle. Make a Meele Weapon Attack against the creature while charging, if failed then you deal 5d6 bludgeoning damage and you fall prone. If successed then you deal 12d6 bludgeoning and they become prone and are grappled. Finisher - Jackhammer (Recharge 5-6): You can only use this if you have already used your signature move and have the creature grappled. With unbelievable power, you hoist your opponent high into the air, holding them vertically for up to five seconds before twisting your body and slamming them back down onto the ground. The creature against you must make a Strength saving throw against DC 8 + Strength Modifier + Proficiency Modifier. On a failed save, the creature takes 14d6 bludgeoning damage, and is stunned for one round and proned. On a successful save, the creature takes half as much damage, and it isn't stunned but is proned.