Mongrelfolk Brute

Large humanoid (mongrelfolk), any alignment

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 7 (-2) 10 (+0) 6 (-2)

Skills Athletics +6, Deception +2, Perception +2
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)

Special Traits

  • Prominent Deformities. The brute has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. Mongrelfolk brutes tend to have more powerful deformities than their common kin. Instead of a d20, roll a d10 and add +10 to the result for the first two features generated. For deformities that mention damage dice, double the number of dice the mongrelfolk brute rolls. For example, a brute with a crablike pincer arm (result 16) rolls 2d8 damage for damage with its claw.

Actions

  • Multiattack. The brute makes three attacks: one with its bite, one with its claw, and one with its handaxe.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage.
  • Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

About

Unfortunate victims of extreme mutations, even by mongrelfolk standards, brutes typically pay for their increased physical power with a marked decrease in higher brain functions.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.