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Brutus Archor

Larger human boss
Hit Dice: 5D10 (hp --)
Initiative:+1
Speed (ft.): 20
Armor Class: 18 (+1 Dex, 7 Armor), touch 11, flat-footed 16
Base Attack/Grapple:+5/+13
Attacks:
- Slam +9 2d6 +8 (S, B)
- Strike +9 1d6 +6 (S)
- Sweep +7 Trip (+2/-2)
Full Attack: Swing +11 1d6 +6 (S) (vs 3 foes)
Space / Reach: 5 / 5
Special Attacks: Draw, Raise
Special Qualities: Damage reduction 2 / Piercing
Saves: Fort +4 Ref +1 Will +1
Abilities: Str 18, Dex 12, Con 16, Int 9, Wis 9, Cha 10
Flaws: No Attack of Opportunity, Lower AC when flat-footed
Challenge Rating: 5
  Raise: Brutus lifts his weapon above his head, readying a powerful slam attack.
This is a standard action that can be taken during a move or double move action. Effect: Increase reach by 5ft. -2 AC while this position is maintained. Enables the Slam attack in the next turn. If no target is in reach on the next turn, Raise can be maintained. In that case Slam is readied as action (trigger: An enemy comes in range). When Raise is maintained 3 rounds Brutus slams a random square and becomes fatigued until the start of his next turn. Raise cannot be used while being prone.
Slam: Brutus slams his weapon down on his enemy with such a force that the weapon becomes stuck in the ground.
The Slam attack deals extra damage, but cannot be used on a target adjacent to Brutus. The target must make a reflex save DC15 for half damage. If the save is 5 or lower, the defender drops prone. Effect: Brutus is flat footed until his next move action.

Draw: Brutus pulls his weapon backwards, readying a powerful swing attack.
As a standard action Brutus assumes a position that enables the Swing attack in the next turn. Draw can be ended as a standard action, or by the Swing attack. If less than 2 targets are in reach on the next turn, Draw can be maintained. In that case Swing is readied as action (trigger: A second enemy comes in range). Effect: -4 AC while this position is maintained, and Brutus cannot take any actions. As a standard action Draw can be changed into Raise.
Swing: With a wide swing Brutus can attack multiple targets in 1 action.
Make a full attack with a +2 attack bonus. Effect: Brutus targets 3 adjacent squares with 1 attack roll. Brutus is flat-footed until the start of his next turn.

Sweep: While floored Brutus uses his size to sweep his enemies of their feet with extra reach.
Make a melee touch attack (Reach 10ft) with a -2 penalty instead of the usual -4 for being prone. On a hit Brutus can make a trip attempt against the target with a +2 modifier. If the trip succeeds a second trip attempt can be made against a second enemy adjacent to the first with a -2 penalty. This second target cannot be closer to Brutus then the first target. Sweep can only be used when Brutus is prone.  

Tactics

In the begin stage of the encounter Brutus uses Raise/Slam to make the opponents fear his reach. He uses 5ft moves if needed to step away and Slam the last opponent in range that hit him, but does not move towards opponents to attack. When the players start to figure out the Raise/Slam pattern, or when the PCs gang up on him, Brutus mixes the Draw/Swing mix in. When Brutus’ health becomes low he gets more aggressive and now moves towards opponents to slam them. When critically low he readies his normal strike attack in an attempt to take one opponent down with him. When Brutus is forced prone by an opponent he attempts a sweep attack to knock that opponent prone too before standing up.

Tactics (Arena campaign specific)

In the first rounds Brutus escorts 1 archer that will climb on the central pillar, and then takes position near the healing shrine to protect the 2 archers that move towards both sides of said shrine. One in Slam range and the other in single move range. If the archer in move range is attacked, Brutus slams the attacker in his turn. If the archer in slam range is attacked, Brutus unleashes his slam attack asap. In the second stage Brutus might use the healing shrine.

Boss fight

Brutus is a boss that should be 'jumped on the head' a few times rather than being dealt massive damage. therefore he has no hitpoints as such. Instead, the fight progresses through the stages 'Show-off', 'Let them come', 'Raged' and 'Tired'. In the first stage the players have to learn that they have to be careful and keep their distance. Let them hit Brutus for a few rounds before moving to the next stage. 'Let them come' is basically the same, only now the Swing attack is mixed in. Let the players feel that they've got control before moving to the 'Raged' stage. This should be a relatively short stage. Brutus twice runs up to an opponent and (tries to) slam before moving to the final stage. In the 'Tired' stage Brutus stands still and only does his strike attack. He now has 7 hitpoints.
Current Location
Children
Aligned Organization

Considerations

Brutus is meant as a memorable boss fight. Warn the players (through an NPC) that Brutus does a lot of damage and should be approached with patience. It is vital to describe what Brutus is doing, and what they can expect. Make clear when he has reach, is vulnerable, flat-footed, in rage, tired and has readied an action for the next enemy that comes to close. Describe the Raise and Draw position. (“Towering high above them, ready to smash anyone in his wide reach.” Or “Ready for a massive baseball swing, but in a vulnerable position.”)

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