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Hill Dwarf Wrestler

Challenge
Tags
Terrain
str
16
dex
14
con
16
int
10
wis
14
cha
10

AC 14 (Wisdom)

HP 75 (10d8 + 30; bloodied 37)

Speed 40 ft.


Proficiency +2; Maneuver DC 13

Saving Throws Str +5, Dex +4

Skills Athletics +5, Intimidation +2

Senses passive Perception 12

Languages any one


Unarmored Defense. The wrestler’s AC equals 10 + their Dexterity modifier + their Wisdom modifier.


ACTIONS

Multiattack. The wrestler attacks three times with their fists.

Fists. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the wrestler can’t grapple a different target.

Pin. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 13 (3d6 + 3) bludgeoning damage, and the target is restrained until the grapple ends.

Body Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 20 (5d6 + 3) bludgeoning damage, and the grapple ends.


BONUS ACTIONS

Haymaker (1/Day). The wrestler attacks with their fists. On a hit, the attack deals an extra 7 (2d6) damage.

Head Shot (1/Day). The wrestler attacks with their fists. On a hit, the target makes a DC 13 Constitution saving throw . On a failure, it is stunned until the end of the wrestler’s next turn.


REACTIONS

Opportune Jab. If a creature attempts to grapple the wrestler, the wrestler attacks that creature with their fists.

Description

The hill dwarven sport of wrestling has grown wildly popular, attracting dwarves and non-dwarves as both participants and spectators.

Encounters

CR 0–2 1 or 2 thugs ; thug with 1d4 bandits ; thug with cutthroat

Treasure 70 gp, 400 sp, gold ring (25 gp)

CR 3–4 3 or 4 thugs ; 2 thugs with 1d4 + 4 bandits ; 2 thugs with apprentice mage , cult fanatic , or cutthroat ; pugilist ; hill dwarf wrestler

Treasure 200 gp, 50 ep, 300 sp, glass eye (25 gp), threatening letter, vicious brass knuckles

CR 5–10 crime boss with 4 thugs or 4 cutthroats ; crime boss with bandit captain , pugilist , or veteran ; 2 pugilists ; pugilist with 1d6 bandits , guards , or thugs ; 2 hill dwarf wrestlers with 1d20 commoners  

Treasure 800 gp, 5 rings (75 gp each), incriminating letters, gauntlets of ogre power

CR 11–16 crime boss with 3 thugs and assassin , blackguard , gladiator , or mage

Treasure 500 pp, incriminating account book, letter to the crime boss about the characters, crystal ball

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.