Weak Spot. When a creature scores a critical hit against the brute, the brute takes damage from the attack as if it has no resistance to that attack's damage. As well, the brute is Stunned until the start of that creature's next turn. While stunned in this way, the brute loses all of its damage resistances.
Unyielding. The brute has advantage on ability checks and saving throws made to resist effects that would move it against its will.
Destructive. The brute deals double damage to objects and structures.
Multiattack. The brute makes two Grab attacks.
Grab. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage and the if target is Huge or smaller, it is Grappled (escape DC 18). The brute can have up to two Medium or smaller creatures grappled at a time, or one Large or Huge creature.
Pulverize. Each creature grappled by the brute must make a DC 18 Constitution saving throw, taking 84 (24d6) bludgeoning damage on a failure, or half as much damage on a success.
Hurl. The brute throws one Large or smaller creature it is grappling up to 10 ft., ending the grapple. The target must make a DC 18 Dexterity saving throw. On a failure, the target takes 88 (16d10) bludgeoning damage and is knocked Prone. On a success, the target takes half as much damage only. If the target is thrown at a nother creature that creature must succeed on a DC 18 Dexterity saving throw or take 88 (16d10) bludgeoning damage and be knocked prone.
Juggernaut Charge (Recharge 5-6). The brute moves up to 40 ft. in a straight line, and can move through the space of any creature smaller than Large. It breaks through barriers in its way unless they are made of more than 2 inches of metal, 6 inches of stone, 2 feet of wood or earth, or made of magical force. The first time the brute enters a creature's space during this move, that creature must make a DC 18 Strength saving throw. On a failure, that creature takes 85 (19d8) bludgeoning damage, and is pushed up to 10 ft. and knocked Prone. On a success, the target takes half as much bludgeoning damage only.
Description
Brutes are stoic bruisers who take hit after hit, shrugging off damage as they get close enough to crush their foes into submission. Not known for subtlety, brutes approach their target directly, trudging through treacherous terrain, other combatants, and sometimes even walls.
Brutes are not entirely impervious to harm, however, and most have a weak spot that can be exploited to bring them down. While the brute's straightforward approach to combat may lead enemies to dismiss them, opponents should exercise caution - if the brute's hands ever close on them, it's lights out.
Weak Spot. The brute represents a character who is difficult to defeat with raw physical strength. In fiction, heroes often pummel ineffectively at brutes until they find a clever way to hit the brute where it hurts, represented by the brute's Weak Spot trait. You may decide that the brute's damage resistance can be bypassed by something other than a critical hit. For example, you can rule that tricking the brute into falling between the enormous gears of a Gnomish mining device triggers its Weak Spot feature.
If you want a fight with an especially dramatic turn, wait until your players score a critical hit against the brute, and then creatively describe what its weak spot was. Afterward, allow players who exploit this knowledge to score a critical hit against the brute on a lower roll of the d20 than normal.
Comments