Meet the Boss: Brutus

One of the boss monsters I used recently, this guy is taken from the excellent multiplatform ARPG Path of Exile. Originally a human prison warden, he was experimented upon by a sadistic wizard who transformed him into a hulking monstrosity. Ripping with muscle more than any natural creature should, Brutus smashed his fists into masses of pulp during a bout of anger. His only weapon aside from his inhuman strength is a hook on a chain wrapped around his arm, which he uses to reel in distant victims. He wears little more than tattered rags and the remains of restraints used during his transformation.

ST: 35      HP: 35      Speed: 7
DX: 12     Will: 13   Move: 10
IQ: 9        Per: 10
HT: 14     FP: 18      SM: +1

Dodge: 11 Parry: 13 DR: 8

Punch (18): 4d+3 crushing. Reach C, 1.
Grapple (18): 4d-1 control. Reach C, 1.
Hook Throw (18): 4d-1 impaling. Ranged, with Acc 0, Max 20, Bulk -2, Shots T(1). On a hit, apply control points to the target equal to damage rolled. The hook remains stuck in the victim; Brutus can’t use that arm to attack others without relinquishing the grapple. Breaking the grapple gets rid of the hook.
Get Over Here!: Brutus reels in a hooked victim. If the their Lifting ST is 17 or lower, he can reel them in 10 yards per turn, or 5 yards per turn if it’s 35 or lower, or a yard per turn if it’s 52 or lower. This counts as an attack but is automatically successful.
Unhook (18): Rips the hook out of a victim for 4d-1 cutting damage. On a miss, the victim remains hooked, but on a successful dodge or parry (can’t be blocked) the victim manages to “maneuver” the hook out harmlessly.
Ground Slam (18): Brutus smashes his pulped fist into the ground, causing a shockwave in a 5-yard-wide, 5-yard-long cone. 4d+3 crushing, double knockback. Costs 2 FP per use.

Traits: Bad Temper (12); Combat Reflexes; Extra Attack 2; High Pain Threshold; Nictitating Membrane 4; Injury Tolerance: Damage Reduction 2; Infravision; Peripheral Vision; Unfazeable.
Skills: Brawling-18; Dual-Weapon Attack (Brawling)-18.
Class: Mundane.
Notes: Can parry twice, once with each arm. Arms count as weapons. Unwilling to negotiate.

This writeup is for use with Fantastic Dungeon Grappling. If you do not use this supplement (which you should reconsider!), ignore the control damage of Grapple and Hook Throw, and the victim of a successful Hook Throw is automatically grappled.

Brutus opens fights with a Hook Throw or a Ground Slam, depending on the positioning of the party. He is smart enough to use his hook against physically weaker delvers or those without shields, and only uses ground slam on fewer than two opponents if knocking them away would be important. He can make three attacks per round and usually performs one of them as a Dual-Weapon Attack (smashing someone between his fists), or a Rapid Strike if he’s grappling a delver with his hook. He doesn’t grapple much otherwise, but grabbing someone and smashing them into a wall or floor could be fun. Don’t forget to spend any remaining control points when ripping out the hook! Lastly, mind his high HT score; it is here primarily to resist HT-contested spells. You will likely want to do your players a favor and just kill him once he’s the last foe remaining and deep into negative HP, instead of dragging the fight out.

I originally used Brutus against a party of seven ~300 point delvers and he had about half a dozen weaker monsters with him, one of which was a tougher “worthy” while the remainder were a bit stronger “fodder” (fodder drops at 0  HP in my games and worthies at -1 x HP). He is a bit on the low end of the boss monster “protections” I wrote about previously: half DR on eyes (as formalized by Nictitating Membrane), halves all injury due to the Injury Tolerance and can defend against attacks from behind due to Peripheral Vision. None of these (except maybe for Injury Tolerance) are the result of “special” features of his physiology, they are there to make him live long enough as a boss monster. He doesn’t have the active defenses to be fielded as a solo boss against the party I used him against. To do that I’d halve the penalties he suffers on multiple attacks and parries (he doesn’t need any extra damage so I wouldn’t give him flat out Weapon Master), raise his skill to 20, give him another level of Extra Attack and figure out another defensively-useful ability.