BRUTE 02
BRUTE 02 — The Encounter
Hooded enforcer of the Yellow Sign, who walks where others stalk · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is BRUTE 02
Where the first Brute cleans away the remnants left by hesitation, the Second is sent when silence is no longer sufficient. He does not stalk. He walks forward, openly, a visible declaration that resistance has already become obsolete. Those who see him understand at once that there will be no discussion, no correction, no retreat: the Yellow Sign has moved past persuasion. The blade he carries is not a symbol of execution but a marker of inevitability. He plants it into the ground as he advances, letting it scrape stone and earth, not to threaten but to announce. Folk of besieged villages tell of the sound before the sight, that long grinding scrape drawing nearer through fog, and of the hooded shape that never quickens and never slows. To stand against him is permitted. It simply changes nothing. He is the moment a doomed thing is told it is doomed, given shape, armor, and a sword.
Run BRUTE 02 in Sixty Seconds
- Identity A hooded Yellow Sign enforcer in ornate plate with a greatsword. Pure melee bruiser, no spells, no flight. It is an add-on heavy, not a solo boss.
- Open with walk it straight at the back-line caster. Inevitable Advance gives that target disadvantage on its first attack, and the brute can never be frightened, so 'scare it off' tactics fail.
- Kill-priority it wants the squishiest damage dealer; it will keep walking past tanks to reach them. Block its path with bodies or it reaches the casters in two turns.
- When bloodied nothing changes, that's the point. It does not retreat. Lean into Obsolete Resistance: bait its reaction with a throwaway hit before your striker commits.
- Three ways to run it (1) lone terror in a tier-1 fight, (2) frontline enforcer beside a controller at tier 2, (3) the muscle leading cultists in a tier-3 war-band, never solo.
BRUTE 02
Medium humanoid (cultist), lawful evil
CR 6 · 2,300 XP · GUIDELINEBrute. A melee weapon deals one extra die of its damage when the brute hits with it (included below).
Inevitable Advance. Signature. The brute drags its greatsword's point across stone and earth as it walks forward, announcing that resistance is already obsolete. It cannot be made to retreat against its will: it is immune to being frightened and ignores difficult terrain it creates. While the brute is moving toward an enemy on its turn, that enemy has disadvantage on the first attack roll it makes against the brute before the start of the brute's next turn.
Actions
Multiattack. The brute makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 4) slashing damage.
Marker of Inevitability (Recharge 5-6). The brute plants its blade and lets out a grinding scrape of warning. Each creature of its choice within 15 feet must make a DC 14 Wisdom saving throw. On a failure, a creature takes 13 (3d8) psychic damage and has disadvantage on attack rolls until the end of its next turn; on a success, it takes half damage and is not hindered.
Bonus Actions & Reactions
Obsolete Resistance. When a creature the brute can see within 5 feet hits it with an attack, the brute can use its reaction to make one greatsword attack against that creature.
A broad, plate-clad figure beneath a sun-yellow hood, advancing without haste, its two-handed blade trailing point-down through the dirt behind it.
BRUTE 02, Bound
Companion · acts on your initiative
Bound · GUIDELINEUnflinching (signature). The bound brute is immune to being frightened, and allies within 10 feet of it have advantage on saving throws against being frightened.
Actions
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 4) slashing damage.
Reactions
Hold the Line. When an enemy within 5 feet hits an ally, the bound brute can use its reaction to make one greatsword attack against that enemy.
Sworn to walk at your side, its blade still scraping the ground, it advances first into any door you fear to open.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by walking straight at the squishiest target so Inevitable Advance blunts the party's first swing, then commit two greatsword chops. Save Marker of Inevitability for when two or more PCs cluster within 15 feet. At low tiers this brute is a frightening solo threat for a single fight, but it has no real action economy, so pair it with a cultist or two and let it absorb the spotlight while they flank.
Open by advancing on the back-line caster: Inevitable Advance gives them disadvantage on their first shot and the brute is immune to being frightened, so spell saves to scare it are wasted. Trigger Marker of Inevitability when the party bunches, and use Obsolete Resistance to punish whoever lands the first melee hit. Best fielded as a frontline enforcer beside a controller or a flagship caster who exploits the disadvantage it imposes; do not run it alone against a full party.
March it as the tip of a war-band: it eats the alpha strike, imposes disadvantage as it closes, and reaction-strikes anyone who dares hit it. Recharge Marker of Inevitability hits a clustered party hard for psychic damage plus attack disadvantage. With only one turn of actions it cannot out-tempo a high-tier party on its own, so use it as the muscle alongside a bigger threat, in a lair, or leading lesser cultists who screen it while it walks the casters down.
Put BRUTE 02 on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is BRUTE 02?
Its home build is CR 6 (2,300 XP) for a 5th-10th level party: AC 17, 119 HP, +7 to hit, two greatsword swings for about 34 damage a round, plus a recharge psychic burst at save DC 14. Stat blocks for tier 1 (~CR 2) and tier 3 (~CR 11) are provided so you can drop it into any table without rebuilding it.
Can BRUTE 02 be a companion or ally?
Yes. 'Brute 02, Bound' is a loyal frontliner at AC 17 and 71 HP whose Unflinching aura makes nearby allies immune-adjacent to fear, with a Hold the Line reaction to strike enemies that hit your friends. It is built to walk in first and soak the door you are afraid to open.
Should BRUTE 02 fight a party alone?
Only at the lowest tier. With a single turn of actions and no legendary kit, a four-person party simply out-acts it. At tiers 2 and 3 it shines as the enforcer beside a controller, a flagship caster, or a screen of cultists, never as the solo centerpiece.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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