TEXT: THIS PRODUCT IS 4E COMPATIBLE
  Bargain!
  Only $.99!
  • Brutish •
  
  Written and Created by
  Aeryn “Blackdirge” Rudel
  Editing/Proofreading
  John Ball
  Playtesting
  Erik Nowak, Jeremy Nowak,  
  Samantha Styles, Christopher Vasey
  Illustrations
  Jesse Mohn
  Graphic Design & Layout
  Erik Nowak
   BLACKDIRGE’S TEMPLATES: BRUTISH • Published by Blackdirge Publishing, ©2009
  Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.  
  Blackdirge Publishing and the Blackdirge Publishing logo are trademarks of Aeryn Rudel. All rights reserved.  
  All illustrations are ©2009 Jesse Mohn. All rights reserved.
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE, 
  MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. 
  Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, 
  and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at 
  www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, 
  written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike 
  Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, D&D 4E Game System License ©2008, 2009 Wizards of the Coast 
  page 3 of 7 written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the Coast. All rights reserved.
  ������������
  ���������
  Bargain!
  • brutish •
  
  2
  BRUTISH 
  TEMPLATE
  Standing head and shoulders above their brethren, 
  brute creatures are evolutionary mutations gifted 
  with great strength and durability. Brutish creatures 
  are instantly recognizable among others of their race, 
  as they are at least 25% larger, being both taller and 
  heavier than others of their kind. Most of this extra weight 
  and size is due to increased amounts of highly developed 
  muscle mass, thicker bones, and tough, callous-like skin. 
  Brutish creatures are often found as elite warriors in tribes  
  of savage humanoids, where the mutation is more common.
  Prerequisites: Humanoid
  Blackdirge’s Templates: BRUTish
  Brutish 
  Elite Brute 
  Humanoid 
  XP Elite
  Resist 5 against attacks that target AC 
  Saving Throws +2
  Action Points 1
  Hit Points 10 per level + Constitution score  
  Brutal Surge (minor; encounter) ✦ Healing 
  The brutish creature spends a healing surge and gains a +5 
  power bonus to melee damage rolls until the end of its next turn.  
  Level 11: +10 power bonus to melee damage rolls. 
  Level 21: +15 power bonus to melee damage rolls
  Powerful Build  
  A brutish creature can wield weapons of its size or one size 
  larger as if they were its size. In addition, a brutish creature 
  wielding a two-handed melee weapon gains a +2 bonus to 
  melee damage rolls with that weapon.  
  Level 11: +4 bonus to melee damage rolls.  
  Level 21: +6 bonus to melee damage rolls
  Tough as Nails (when ﬁrst bloodied)  
  The brutish creature gain resist 5 to all damage until the end 
  of its next turn. 
  Level 11: Resist 10. 
  Level 21: Resist 15.
  Skills Brutish creatures gain training in Intimidate
  
  3
  SAMPLE BRUTISH CREATURES
  Two example monsters created with the brutish template are 
  provided below. (See the D&D 4E Monster Manual)
  GNOLL MANSLAYER
  Gnoll tribes that worship the demon lord Hazag hold deep 
  animosity for humans. This goes beyond the simple loathing 
  gnolls bear most races, and often manifests in an outright 
  genocidal crusade. In fact, so deep is this hatred, gnoll followers 
  of Hazag display an inordinate amount of control and 
  cooperation if it leads to the destruction of humans and their 
  allies. For such tribes, the manslayer is the anointed warrior of 
  Hazag, who wields the demon lord’s favored weapon, and cuts 
  down the works of mankind with each mighty blow. 
  GNOLL MANSLAYER LORE
  Nature or Religion DC 15: Gnoll manslayers are brutish 
  warriors that serve the demon lord Hazag. They bear a deep, 
  and abiding hatred for humans and attack them above all 
  other enemies. All gnoll manslayers wield halberds, the favored 
  weapon of Hazag, and their skill with these weapons is second 
  to none. In addition, gnoll manslayers are incredibly tough 
  and resilient, and have been known to shake off wounds that 
  would easily slay other creatures.  
  GNOLL MANSLAYER TACTICS 
  A gnoll manslayer singles out any human it can ﬁnd on the 
  battleﬁeld and makes a beeline to its most hated foe. It attacks 
  with brutal strikes of its halberd, keeping its enemy at range if 
  possible. When pressed, the gnoll manslayer uses brutal surge, 
  and then spends an action point to make two halberd attacks 
  on the nearest foe.  
  ENCOUNTER GROUPS 
  Gnoll manslayers are often found among tribes of gnolls that 
  worship the demon lord Hazag. They typically act as elite 
  warriors for such tribes, or as guards to the tribe’s shaman. 
  Level 7 Encounter (XP 1,600) 
   
  • 1 gnoll manslayer (level 8 elite brute)  
   
  • 2 gnoll claw ﬁghters (level 6 skirmisher) 
   
  • 2 gnoll huntmasters (level 5 artillery)
  Blackdirge’s Templates: BRUTish
  Gnoll Manslayer 
  Level 8 Elite Brute
  Medium natural humanoid 
  XP 700
  Initiative +6  
  Senses Perception +6; low-light vision
  HP 220; Bloodied 110
  AC 20; Fortitude 21, Reflex 17, Will 17
  Resist 5 against attacks that target AC
  Saving Throws +2
  Speed 7
  Action Points 1
  m Halberd (standard; at-will) ✦ Weapon 
  Reach 2; +11 vs. AC; 1d12 + 8 damage, or 1d12 + 10 
  damage while bloodied; see also haft strike and pack attack. 
  M Haft Strike (free, when the gnoll manslayer hits a bloodied 
  enemy with it’s halberd; at-will) ✦ Weapon 
  The gnoll manslayer strikes the target with the haft of its 
  halberd: +9 vs. AC; 1d8+6 damage, or 1d8+8 damage 
  while bloodied. 
  Brutal Surge (minor; encounter) ✦ Healing 
  The gnoll manslayer regains 48 hit points and gains a  
  +5 power bonus to melee damage rolls until the end of  
  its next turn. 
  Manslayer  
  A gnoll manslayer deals an additional 1d6 damage on 
  melee attacks against humans. 
  Pack Attack 
  The gnoll manslayer deals an extra 5 damage on melee 
  attacks against an enemy that is adjacent to at least two  
  of its allies. 
  Tough as Nails (when ﬁrst bloodied)  
  The gnoll manslayer gains resist 5 to all damage until the 
  end of its next turn.
  Alignment Chaotic evil  
   
  Languages Abyssal, Common
  Skills Intimidate +12, Nature +11, Religion +9
  Str 22 (+10)  
  Dex 14 (+6)  
  Wis 14 (+6)
  Con 20 (+9)  
  Int 11 (+4)  
  Cha 13 (+5)
  Equipment leather armor, halberd
  Description This towering, fur-covered humanoid resembles a 
  cross between a hyena and an ogre. It is armed with a mammoth 
  cold-iron halberd, and armored in a suit of spiked leather plates. 
  A stylized tower, crumbling into ruin, has been painted on this 
  beast’s hairy chest. 
  
  4
  KARVOK GATESMASHER
  Karvok is an enterprising ogre, an entrepreneur if you will.  
  He has taken his natural gifts – extreme size, strength, and 
  physical fortitude – and parleyed them into a rather lucrative 
  business. Karvok’s business is knocking down gates, walls, and any 
  other structures at which his employers point him. He is, for all 
  intents and purposes, a mobile battering ram and siege engine.
  KARVOK GATESMASHER LORE
  History DC 15: Karvok’s skill, coupled with a near suicidal 
  level of bravery, has kept him in high demand by unscrupulous 
  armies the world over. He can be employed for the sum of 100 
  gold pieces per day, plus all the beer and meat he can shove 
  down his gullet after a day’s work. Despite his stiff fees, many 
  armies are more than willing to pay because Karvok presents  
  a number of advantages over standard siege engines and other 
  military equipment. He is mobile, discerning, and far more 
  accurate than any catapult, battering ram, or ballista crew 
  could ever hope to be. Karvok can bring down a castle wall  
  in under a minute, batter a reinforced gate into ﬂinders in  
  the space of a few heartbeats, and throw 50-pound stones  
  or 12-foot javelins with deadly accuracy. 
  Karvok can also be employed for more conventional 
  ﬁghting, adding his massive bulk and terrible strength to any 
  offensive push. However, as much as he relishes smashing 
  other sentient creatures to mush beneath his great ﬂail, such 
  work is more dangerous, and consequently, Karvok demands 
  more gold. For straight mercenary work, an enterprising 
  military leader can expect to pay Karvok 200 gold pieces per 
  day, plus a share of all captures arms, armor, and magical 
  equipment.
  History DC 20: Despite his evil nature, Karvok will 
  maintain his end of any mercenary contract he enters into. 
  However, if he feels cheated in any way, the hulking ogre is 
  likely to collect his due from his commanding ofﬁcer in blood 
  rather than gold.
  KARVOK’S TACTICS 
  For an ogre, Karvok is a fairly sophisticated combatant. He 
  typically begins combat by hurling boulders at opponents, 
  aiming for spellcasters if he can spot them. Once melee begins, 
  Karvok uses momentous strike to quickly decimate weaker foes 
  and brutal surge to smash more potent enemies. Karvok uses his 
  action points when momentous strike recharges, coupling it with 
  a melee basic attack to inﬂict devastating amounts of damage on 
  a single foe. 
  ENCOUNTER GROUPS 
  Karvok is usually encountered working as a mercenary for any 
  army unscrupulous enough to employ him. He often leads 
  groups of other ogres into battle.  
  Level 15 Encounter (XP 6,400) 
   
  • Karvok Gatesmasher (level 13 solo brute)  
   
  • 2 ogre warhulks (level 11 elite brute)
  Blackdirge’s Templates: BRUTish
  Karvok Gatesmasher 
  Level 13 Solo Brute
  Large natural humanoid 
  XP 700
  Initiative +7 
  Senses Perception +8; low-light vision
  HP 540; Bloodied 270
  AC 25; Fortitude 27, Reflex 21, Will 22
  Resist 5 against attacks that target AC
  Saving Throws +5
  Speed 8
  Action Points 2
  m Heavy Flail (standard; at-will) ✦ Weapon 
  Reach 2; +16 vs. AC; 2d10 + 10 damage, and the target is 
  knocked prone.
  R Boulder (standard; at-will) ✦ Weapon 
  Ranged 15/30; +15 vs. AC: 2d6+8 damage.
  M Momentous Strike (standard; recharge 56)✦ Weapon 
  Karvok makes a charge attack: +17 vs. AC; 4d10+10 
  damage, the target is pushed 3 squares, knocked prone, 
  and dazed (save ends).
  Brutal Surge (minor; encounter) ✦ Healing 
  Karvok regain 135 hit points and gains a +10 power bonus 
  to melee damage rolls until the end of his next turn.  
  Tough as Nails (when ﬁrst bloodied)  
  Karvok gains resist 10 to all damage until the end of his 
  next turn.
  Alignment Evil  
   
  Languages Common, Giant
  Skills Intimidate +11
  Str 26 (+14)  
  Dex 12 (+7)  
  Wis 14 (+8)
  Con 23 (+12)  
  Int 8 (+5)  
  Cha 10 (+6)
  Equipment hide armor, heavy ﬂail
  Description This massive brute of an ogre is an ambulatory 
  mountain of gnarled muscle and calloused ﬂesh. It grips a truly 
  gargantuan ﬂail in both hands; a weapon that looks easily capable 
  of bringing down a castle wall with little eﬀort.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Blackdirge Publishing/Blackdirges Bargain Templates - Brutish.pdf