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Brawn, Alcetaur Tribal Leader - AI-generated fantasy Monster

Brawn, Alcetaur Tribal Leader

Brawn earned his name by dragging a toppled cedar from a trapped hunting path while still young. He later ended a blood feud between three alcetaur clans by challenging each chieftain to a single combat and defeating all three without killing any of them. King Damien met Brawn during a famine relief expedition, and the two forged a friendship based on mutual respect. Havenya's soldiers now know that a blue-and-gold antler token means Brawn's people are under royal protection.

LargeMonstrous humanoid(alcetaur)CR CR 9, serious single-monster threatNG

Brawn, Alcetaur Tribal Leader

alcetaurmoose-centaurtribal leaderforest guardianHavenya allyKing Damien's friendcommanderPathfinder 1e
HP119AC+10SPD40 ft., Powerful charge, Forest stride through natural difficult terrainCR9DiplomacyIntimidateKnowledge (nature)PerceptionRideSense MotiveStealthSurvival
STR
24
DEX
18
CON
22
INT
10
WIS
16
CHA
17
Alcetaur Heritage. Brawn gains a +4 racial bonus on saving throws against fear and enchantment effects. He can move through natural difficult terrain at his normal speed and leaves no trail in natural surroundings unless he chooses to.
Forest-Born Charger. Brawn gains a bonus on combat maneuver checks made to bull rush or overrun an opponent. He does not provoke attacks of opportunity when bull rushing during a Powerful Charge.
Hybrid Anatomy. Brawn can make attacks with a two-handed weapon while using his forelimbs for balance. He can also carry a Medium or smaller creature on his back without reducing his speed, though the rider must use a move action each round to remain mounted.
Moose Stability. Brawn receives a bonus to CMD against trip attempts and cannot be tripped while charging unless the effect specifically targets quadrupeds of his size or larger.
Winter-Hardened. Brawn's natural armor includes dense fur, layered hide, and thick shoulder muscle. He has a +4 racial bonus on Constitution checks and Fortitude saves against fatigue, exhaustion, environmental cold, and forced marches.
Multiattack. Brawn makes two antler attacks and one hooves attack, or two greataxe attacks.
Antlers. Melee +18, gore, reach 10 ft., points of damage plus powerful charge. On a critical hit, the target must succeed at a Fortitude save or be staggered for 1 round.
Hooves. Melee +13, points of damage. Brawn can make two hoof attacks against a single prone target, or one hoof attack against a creature he has successfully bull rushed this round.
Faded Valley Greataxe. Melee +20, points of damage, critical 19-20/x3. Brawn wields a massive hooked greataxe sized for a Large creature. The weapon deals normal damage when used by Brawn despite his unusual body shape.
Powerful Charge. Brawn moves up to twice his speed and can make one antler attack at any point during the movement. If he moves at least 20 feet before the attack, the attack deals points of damage and the target must succeed at a Reflex save or fall prone. Brawn cannot use this ability if the path contains difficult terrain.
Valley-Shaking Bellow. Brawn emits a thunderous bellow in a 30-foot cone. Creatures in the area take points of sonic damage and are shaken for rounds. A successful Fortitude save halves the damage and negates the shaken condition. A creature that succeeds at the save is immune to Brawn's bellow for 24 hours.
Antler Snare. Brawn makes a ranged touch attack against one creature within 60 feet. On a hit, spectral roots coil around the target, entangling it for rounds. The target can attempt a Escape Artist check or Strength check as a move action to break free. This is a supernatural ability.
Voice of the Herd. As a standard action, Brawn grants all allies within 30 feet a +2 morale bonus on attack rolls, damage rolls, saving throws against fear, and weapon damage for 5 rounds. Allies that can see Brawn also gain a bonus on Will saves against charm and compulsion effects during this time.
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