Game Master / Adversaries / Brute Maneuvers
Brute Maneuvers
A Brute hits hard, stays threatening up close and makes direct engagement dangerous. It is most effective when it forces the party to deal with it.
Heavy Offense
Crushing Blow
Brute, Maneuver, Recharge · 1 AP
Make 1 melee weapon attack dealing 2 extra damage dice (Strong Step).
Bloodied Escalation
Blood Frenzy
Brute, Passive, Triggered · Passive
While Bloodied, its weapon attacks and unarmed strikes critically hit on a natural 19-20 (Strong Step widens the range: 3 means 18-20).
Crafting tags: Essence Blood; Ingredients none.
Knockdown
Violent Rush
Brute, Maneuver · 1 AP
Its Speed increases by 10 feet (Strong Magnitude) this turn. Make 1 weapon attack or unarmed strike; a damaged target must succeed a Might save (DC 10 + half damage taken) or be pushed up to 10 feet (Strong Magnitude) and fall Prone.
Close-Quarters
Mauling Grab
Brute, Maneuver · 1 AP
Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half the damage taken) or become Grappled. The first time each round it damages a creature it grapples with a weapon attack, add 2 damage dice (Strong Step).
Stubborn Endurance
Pain Ignorance
Brute, Reaction, Recharge · Reaction (1 RP)
Trigger: It fails a save against an effect that would hamper its ability to attack, move or stay upright.
Reroll the failed save with 2 Advantage (Strong Step).
Wild Area Pressure
Devastating Sweep
Brute, Maneuver · 1 AP
Make 1 melee attack against up to 2 enemies (Strong Step) in reach.
Terror of Force
Terrifying Presence
Brute, Maneuver, Recharge · 1 AP
1 enemy within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Frightened 2 (Strong Step); with Misfortune if the Brute is Bloodied.
Crafting tags: Essence Fear; Ingredients none.