Swarm. The bar fight can occupy other creatures' spaces and vice versa, and the bar fight can move through any opening large enough for a medium humanoid. The bar fight can’t regain hit points or gain temporary hit points.
Drunk. The bar fight has disadvantage on all ability checks.
Self Destructive. The bar fight deals 10 damage to itself at the start of its turn.
Multi-attack. The bar fight makes a random attack at all creatures within reach.
Grab. The bar fight tries to grapple a conscious creature. The creature must succeed a DC 16 Athletics or Acrobatics check or be grappled. The grappled creature may try to escape as an action on its turn.
Swing. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the bar fight's space. Hit: 3 (2d1+1) bludgeoning damage, or 2 (1d1+1) bludgeoning damage if the bar fight has half of its hit points or fewer. Creatures dropped to zero hit points by this attack are knocked unconscious. Creatures that are already unconscious take no damage.
Smash. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the bar fight's space. Hit: 5 (2d4+1) bludgeoning damage, or 3 (1d4+1) bludgeoning damage if the bar fight has half of its hit points or fewer. Creatures dropped to zero hit points by this attack are knocked unconscious. Creatures that are already unconscious take no damage.
Stab. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the bar fight's space. Hit: 5 (2d4+1) piercing damage, or 3 (1d4+1) piercing damage if the bar fight has half of its hit points or fewer.
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