WizarDru
Adventurer
It's 2004! Time for some new beasties!
Meet the Gulthias Brute:
Gulthias Brute 1; Gulthias brute Bbn6: CR 20; ECL 16; Size L; HD 10d8+70 + 6d12+42; hp 225; Init +5; Spd 40 ft (base 30 ft), ; base speed 40 ft.; AC 26, touch 10, FF 25; BAB +13/+8/+3; Atk: +22/+17/+12 melee (2d6 + 10, morningstars), +22/+17/+12 melee (1d8 + 10, or claws), +13/+13 ranged (1d8 + 9, or javelins); SA Adhesive, Improved Grab, Felling Strike, Punishing Strike, Rapid Strike; SQ Low-light vision, superior two-weapon fighting, scent, darkvision, resistance to fire, electricity, and cold 10, DR 15/+3, SR 25; SV Fort +16, Ref +4, Will +8; AL CE; Str 30, Dex 12, Con 24, Int 6, Wis 12, Cha 13.
Skills and Feats: Appraise -2, Balance +5, Bluff +1, Climb +10, Concentration +7, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy +1, Disguise +1, Escape Artist +1, Forgery -2, Gather Information +1, Heal +1, Hide +1, Intimidate +1, Survival +1, Jump +26, Listen +11, Move Silently +1, Perform +1, Ride +1, Search +1, Sense Motive +1, Spot +11, Swim +10, Use Rope +1, Remote View -2; Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Endurance, Great Cleave, Improved Initiative, Iron Will, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Possessions: Morningstars, Javelins.
COMBAT
Superior Two-Weapon Fighting (Ex): An brute fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the brute does not take a penalty on attack or damage rolls for attacking with two weapons.
Adhesive (Ex): The brute exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. An adhesive-covered brute automatically grapples any creature it hits with its natural attack(s). The creature then adds its HD + its Constitution modifier (+16) to subsequent grapple checks. The brute may automatically deal damage with natural attacks each round against any creature stuck to it, up to its maximum number of attacks. A weapon that strikes an adhesive-coated brute is also stuck fast unless the wielder succeeds at a Reflex save (DC 21). A successful Strength check (DC 21) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the brute still has half its normal bonus to grapple checks. The brute can dissolve its adhesive at will, but the substance does not break down after the creature dies.
Improved Grab (Ex): To use this ability, the brute must hit an opponent of up to two size categories smaller than itself with a natural attack.
Felling Strike (Ex): Twice per day, when a brute scores a successful critical hit, it can elect to make a felling strike by rolling again. If the result of this third roll would hit the target, the target takes the full damage from the critical hit as normal, but must also make a saving throw (DC 10 + damage dealt) or die.
Punishing Strike (Ex): Twice per day plus an additional time per 10 HD, a brute may make a mighty attack against any one opponent, adding its Charisma bonus (+1) to the attack roll and its HD and character level total (+10) to the damage. Use of this ability must be declared prior to making the attack. If the attack misses, that punishing strike attempt is used for the day. This ability cannot be used more often than once every 1d4+1 rounds.
Rapid Strike (Su): Three times per day, a brute may grant itself the effects of a haste spell (self only) as if cast by a sorcerer with a level equal to the brute’s HD (10).
Immunities (Ex): Brutes are immune to disease, poison, paralysis, stunning, and all mind-influencing spells and effects.
Resistance to Energy (Ex):Fire, Cold, Electricity 10 each.
*Skills: A brute's two heads give it a +2 racial bonus on Listen, Spot, and Search checks. The reptilian template provides +4 racial bonus to jump and balance checks.
[Edit]: Corrected typos and fixed Init value. (Thanks, Zad.)
Meet the Gulthias Brute:
Gulthias Brute 1; Gulthias brute Bbn6: CR 20; ECL 16; Size L; HD 10d8+70 + 6d12+42; hp 225; Init +5; Spd 40 ft (base 30 ft), ; base speed 40 ft.; AC 26, touch 10, FF 25; BAB +13/+8/+3; Atk: +22/+17/+12 melee (2d6 + 10, morningstars), +22/+17/+12 melee (1d8 + 10, or claws), +13/+13 ranged (1d8 + 9, or javelins); SA Adhesive, Improved Grab, Felling Strike, Punishing Strike, Rapid Strike; SQ Low-light vision, superior two-weapon fighting, scent, darkvision, resistance to fire, electricity, and cold 10, DR 15/+3, SR 25; SV Fort +16, Ref +4, Will +8; AL CE; Str 30, Dex 12, Con 24, Int 6, Wis 12, Cha 13.
Skills and Feats: Appraise -2, Balance +5, Bluff +1, Climb +10, Concentration +7, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy +1, Disguise +1, Escape Artist +1, Forgery -2, Gather Information +1, Heal +1, Hide +1, Intimidate +1, Survival +1, Jump +26, Listen +11, Move Silently +1, Perform +1, Ride +1, Search +1, Sense Motive +1, Spot +11, Swim +10, Use Rope +1, Remote View -2; Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Endurance, Great Cleave, Improved Initiative, Iron Will, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Possessions: Morningstars, Javelins.
COMBAT
Superior Two-Weapon Fighting (Ex): An brute fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the brute does not take a penalty on attack or damage rolls for attacking with two weapons.
Adhesive (Ex): The brute exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. An adhesive-covered brute automatically grapples any creature it hits with its natural attack(s). The creature then adds its HD + its Constitution modifier (+16) to subsequent grapple checks. The brute may automatically deal damage with natural attacks each round against any creature stuck to it, up to its maximum number of attacks. A weapon that strikes an adhesive-coated brute is also stuck fast unless the wielder succeeds at a Reflex save (DC 21). A successful Strength check (DC 21) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the brute still has half its normal bonus to grapple checks. The brute can dissolve its adhesive at will, but the substance does not break down after the creature dies.
Improved Grab (Ex): To use this ability, the brute must hit an opponent of up to two size categories smaller than itself with a natural attack.
Felling Strike (Ex): Twice per day, when a brute scores a successful critical hit, it can elect to make a felling strike by rolling again. If the result of this third roll would hit the target, the target takes the full damage from the critical hit as normal, but must also make a saving throw (DC 10 + damage dealt) or die.
Punishing Strike (Ex): Twice per day plus an additional time per 10 HD, a brute may make a mighty attack against any one opponent, adding its Charisma bonus (+1) to the attack roll and its HD and character level total (+10) to the damage. Use of this ability must be declared prior to making the attack. If the attack misses, that punishing strike attempt is used for the day. This ability cannot be used more often than once every 1d4+1 rounds.
Rapid Strike (Su): Three times per day, a brute may grant itself the effects of a haste spell (self only) as if cast by a sorcerer with a level equal to the brute’s HD (10).
Immunities (Ex): Brutes are immune to disease, poison, paralysis, stunning, and all mind-influencing spells and effects.
Resistance to Energy (Ex):Fire, Cold, Electricity 10 each.
*Skills: A brute's two heads give it a +2 racial bonus on Listen, Spot, and Search checks. The reptilian template provides +4 racial bonus to jump and balance checks.
[Edit]: Corrected typos and fixed Init value. (Thanks, Zad.)
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