Grimbrutes are large, brutish monsters somehow related to Grimlocks. They are only ever rarely witnessed in the deep dark places of the earth, and even more rarely does anyone survive an encounter with one of these monsters. They seem to be impervious to pain, and are driven into an almsot-unstoppable rage by the scent of humanoid blood.
GRIMBRUTE Large humanoid (grimlock), neutral evil Armour Class 15 (natural armour) Hit Points 85 (10d10+30) Speed 40 ft. Str 19 (+4); Dex 12 (+1); Con 17 (+3); Int 7 (-2); Wis 6 (-2); Cha 5 (-3) Skills Athletics +6, Perception +0, Stealth +3 Condition Immunities Blinded Senses Blindsight 30ft., or 10ft. while deafened (blind beyond this radius); passive Perception 10 Languages very poor Undercommon Challenge 4 (1,100 XP) Blind Senses. The grimbrute can't use its blindsight while deafened and unable to smell. Blood Frenzy. When reduced to 42 hit points (or half of its maximum), the grimbrute gains a +2 bonus on all damage rolls and has advantage on melee attack rolls, but its Armour Class drops to 12. Keen Hearing and Smell. The grimbrute has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pain Resistance. When the grimbrute is damaged by a nonmagical weapon, then bludgeoning, piercing, and slashing damage is reduced by 3. Actions Multiattack. The grimbrute makes two claw attacks, or one claw attack and and one greatclub attack. Sweep. The grimbrute makes one greatclub attack against up to three opponents in range. Claw. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage. Greatclub. Melee weapon attack: +6 to hit, reach 10ft., one target. Hit: 9 (1d10+4) bludgeoning damage. Also posted on Game Masters Stash on 20 February 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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