BRUTE 03
BRUTE 03 — The Encounter
Hooded troll-seer who hauls a scrying orb of stolen fates · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is BRUTE 03
The hill-folk name him Gallowsight, last of a line of troll-seers who once read fate in still water and frost. War took his second sight, so he tore an oracle's orb from her dead hands and now drags it everywhere, peering into the futures of those he is about to crush. They say the orb does not predict misfortune so much as deal it: an enemy's sure blow goes wide, a friend's faltering step finds purchase, all at the brute's grunting whim. He hires himself to warlords and brigand-kings as a living omen, a battering ram that knows where you will stand a heartbeat before you do. Silver bites him where steel cannot, for the same theft that gave him the orb left a curse in his marrow. Smash the orb and you blind the prophet; leave it whole and every fight becomes a rigged game with you on the losing side of the glass.
Run BRUTE 03 in Sixty Seconds
- The orb is the threat, not the muscle. Each round it can hand an ally advantage or slap disadvantage on your scariest PC. Smash the orb (AC 13, ~20 HP) and the brute becomes an ordinary heavy.
- Open with Hurl Orb-Fire on a caster. The force hit plus 'no reactions' shuts down Shield, Counterspell, and opportunity attacks for a round while it closes.
- In melee, expect prone. Every Iron Maul that lands can floor a Large-or-smaller target on a failed DC 15 Str save, then Crushing Riposte punishes whoever swings back.
- When bloodied, it stops manipulating allies and dumps every orb use into disadvantage on the PC dealing the most damage, then mauls them while prone.
- Three ways to run it: rigged-game enforcer (lean on the orb, frustrate every roll), pure wall (park it on Brutish Resilience and Crushing Riposte beside a boss), or omen-for-hire (a brigand king's living oracle the party can turn by destroying the orb).
BRUTE 03
Large giant, neutral evil
CR 6 · 2,300 XP · GUIDELINEBrutish Resilience. If the brute takes 25 damage or less from a single source, that damage is reduced by 5 (to a minimum of 0). This reduction does not apply to fire, acid, or radiant damage.
Orb of Stolen Fates. The cloudy orb the brute hauls shows glimpses of what is to come. Once per turn, when a creature the brute can see within 60 ft. makes an attack roll or saving throw, the brute can use the orb to grant that roll advantage (to an ally) or impose disadvantage (on an enemy). After it imposes disadvantage this way, the orb dims and cannot be used again until the start of the brute's next turn.
Actions
Multiattack. The brute makes two Iron Maul attacks, or one Iron Maul attack and one Hurl Orb-Fire.
Iron Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be knocked prone.
Hurl Orb-Fire. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) force damage, and the target must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the end of its next turn.
Bonus Actions & Reactions
Crushing Riposte. Reaction: When a creature within 10 ft. the brute can see hits it with a melee attack, the brute swings its maul in answer. The attacker must succeed on a DC 15 Strength saving throw or take 9 (2d8) bludgeoning damage and be pushed 10 ft. away.
A mountain of muscle wrapped in a flowing gold mantle and scavenged plate, the brute hunches beneath its hood and cradles a clouded scrying orb that glows with another's fortune. Where it walks, luck curdles.
BRUTE 03, Bound
Companion · acts on your initiative
Bound · GUIDELINEFate-Glass (signature). While within 30 ft. of the orb, you can use a reaction once per short rest to reroll one attack roll, ability check, or saving throw you just made and use either result.
Actions
Foreseen Strike. When you hit a creature you targeted with an attack last turn, that creature takes an extra 3 (1d6) force damage.
Reactions
Glimpse of the Blow. Reaction: When an ally within 30 ft. is hit by an attack, you may show them the future: they gain a +3 bonus to AC against that attack, possibly turning the hit into a miss.
Pried from the brute and cleansed, the orb still hums with borrowed fate, whispering the next heartbeat to whoever carries it.
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 hurling orb-fire at the squishiest caster to lock down their reactions, then wade in with the maul. Knock the front-line prone to slow the party's advance. At this tier treat it as a mini-boss enforcer guarding a lair, not a fair fight for level 1s.
Kill-priority is the orb's target manipulation: drop disadvantage on the party's best damage dealer, advantage on its own attack. Open with Hurl Orb-Fire to deny a reaction, then maul-and-prone the toughest melee PC. Pair it with archers or a caster who exploits the prone targets it creates.
Run it as a bodyguard beside a bigger threat, soaking hits with Brutish Resilience and Crushing Riposte while the orb tilts every roll. Have it stand between the party and the flagship boss so Crushing Riposte punishes every melee swing. Do not field it solo here; it is a wall and a fate-rigger, not a centerpiece.
Put BRUTE 03 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 03?
Natively CR 6 (Tier 2, levels 5-10): AC 16, 126 HP, +7 to hit, save DC 15. The stat block also scales down to a CR ~2 version (Tier 1) and up to a CR ~11 version (Tier 3) using the same traits with only the numbers changed.
Can BRUTE 03 be a companion or ally?
The brute itself is an adversary, but its scrying orb works as a companion item once pried free and cleansed. As Gallowsight's Orb, Bound (AC 13, 38 HP) it lets its bearer reroll a d20, deal foreseen force damage, and grant an ally a defensive Glimpse of the Blow.
Is BRUTE 03 a solo boss?
No. It is built as an add-on enforcer or bodyguard with native-tier numbers and no legendary actions. Field it alongside a flagship boss or a pack of minions; a four-player party will out-act it if it stands alone.
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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