Insane Broodchief (Giant Skum Savage Barbarian 6)


Insane Broodchief CR 9

XP 6,400
Male giant skum barbarian (savage barbarian) 6
CE Large monstrous humanoid (aquatic)
Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 19, touch 10, flat-footed 16 (+3 Dex, +7 natural, –2 rage, +2 shield, –1 size)
hp 120 (8 HD; 2d10+6d12+70)
Fort +13, Ref +8, Will +7
Defensive Abilities improved uncanny dodge, naked courage; Resist cold 10
Weaknesses schizophrenic

OFFENSE

Speed 30 ft., swim 40 ft.
Melee +1 defending greataxe +14/+9 (1d12+13/×3), bite +13 (1d8+4), claw +13 (1d6+4) or bite +15 (1d8+8), 2 claws +15 (1d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (20 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], knockback, strength surge +6)

TACTICS

During Combat He activates his guarded stance rage power, and if necessary, uses his defending greataxe to further protect himself. In battle, he uses his knockback rage power to make bull rushes. While raging, he will pursue fleeing enemies as far as he can.

Morale He fights until slain.

STATISTICS

Str 27, Dex 16, Con 27, Int 8, Wis 10, Cha 8
Base Atk +8; CMB +17 (+19 bull rush); CMD 28 (30 vs. bull rush)
Feats Cleave, Improved Bull Rush, Intimidating Prowess, MultiattackB, Power Attack
Skills Intimidate +14, Perception +7 (+11 underwater), Stealth +9 (+13 underwater), Swim +15
Languages Aboleth, Common
SQ amphibious, fast movement
Gear masterwork heavy steel shield, Medium +1 defending greataxe, amulet of natural armor +2

Base Statistics

When not raging, his statistics are:

AC 21, touch 12, flat-footed 18; hp 104; Fort +11, Will +5; Melee +1 defending greataxe +12/+7 (1d12+10/×3), bite +11 (1d8+3), claw +11 (1d6+3), or bite +13 (1d8+6), 2 claws +13 (1d6+6); Str 23, Con 23; CMB 15 (+17 bull rush); Skills Intimidate +12, Swim +13

SPECIAL ABILITIES

Schizophrenic (Ex)

He suffers from schizophrenia, and can no longer tell the difference between what is real and what is not. He takes a –4 penalty on all Wisdom– and Charisma-based skill checks, and cannot take 10 or 20. Each time he finds himself in a stressful situation (such as combat), he must make a DC 16 Will save or become confused for 1d6 rounds.

Section 15: Copyright Notice

Pathfinder Adventure Path #46: Wake of the Watcher

Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.
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