Rivermaw Brawler

Tal'Dorei Campaign Setting: Reborn p. 254 (Third Party)

Size
Medium
Type
humanoid (any)
AC
15 (Unarmored Defense)
Hit Points
65 (10d8+20)
Speed
walk 40 ft.
Saving Throws
Str +5, Wis +5
Skills
Acrobatics +4, Athletics +5, Perception +5
Passive Perception
15
Languages
Common, Giant
Challenge
4
Lineage
Rivermaw
STR
17
+3
DEX
14
+2
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
8
−1

Traits

Proficiency Bonus

+2

Unarmored Defense

While the brawler is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

The brawler makes three unarmed strikes.

Unarmed Strike

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, the brawler can choose one of the following additional effects:

  • Bruise. The target must succeed on a DC 13 Constitution saving throw. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A creature can use its action to make a DC 15 Wisdom (Medicine) check to heal an affected creature within 5 feet of it (including itself), restoring any lost speed on a success.
  • Disarm. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding. The brawler can choose which item is dropped, and can pick it up.
  • Suplex. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

Reactions

Clever Fighter

When the brawler hits with an attack or is targeted by an attack, it can add its Intelligence modifier (+2) to its damage rolls or AC until the end of its turn.

Endurance (Recharges after a Short or Long Rest)

When the brawler takes damage, it can reduce the damage by 8 (1d12 + 2).

recharge

SHORT

Other data

description