Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 14 hide armor
Hit Points 15 (2d8 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
11 (+0)
Skills Intimidation +4
Senses Passive Perception 12
Languages Common, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Aggressive. As a bonus action, the club bruiser can move up to its speed toward a hostile creature that it can see. 

Smasher. Whenever the club bruiser scores a critical hit against a creature wearing medium or heavy armor they reduce its armor class by 1d4. The armor must be repaired to regain its original armor class.

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage, or 8 (1d10 +2) bludgeoning damage if used with two hands.

Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target.  Hit: 4 (1d4 +2) bludgeoning damage.

Description

Amongst the rubble of the dust ward in the River, club bruisers can be seen everywhere. In their own territory they act as the base guards for the clubs. They stand tall adorned with bones and covered in paints of white, red, and green.

Bullies to the Core. Many club bruisers stroll around looking to cause a little trouble when on duty. They will harras outsiders and push them around knowing that if their target fights back in any way they can retaliate with lethal force. In order to stave off this harassment outsiders are advised to bring extra coin to pay the bruisers to leave them alone.

Habitat: DesertUrban

Dolfen

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