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COWBOYS & VIKINGSCompendium of the Wild Wastes

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.