Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 14 (leather armor)
Hit Points 60 (8d8 + 24)
Speed 35 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +4, CON +5
Skills Intimidation +3
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Boxer's Guard. Attacks against the pugilist that are made with improvised weapons or unarmed attacks are made with disadvantage.

Lightfooted. The pugilist can take the Dash or Disengage action as a bonus action on each of its turns.

Actions

Multiattack. The pugilist makes 2 melee weapon attacks.

Studded Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. The target must succeed on a DC 10 Constitution saving throw or be stunned until the end of their next turn.

Bladed Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Uppercut (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and the target must succeed a DC 15 Constitution saving throw or be stunned and fall prone. The target can repeat the saving throw at the end of each of their turn, ending the effect on themselves on success. 

Description

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. A pugilist is a ruthless bandit that forgoes weapons in order to beat its enemies to a bloody pulp.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

RivalKleenex

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