Medium Humanoid (Brute), Typically Chaotic Neutral
Armor Class 12 Improvised/Street Clothes
Hit Points 22 (2d8 + 4)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
13 (+1)
INT
9 (-1)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws CON +3
Skills Athletics +4, Intimidation +3
Gear Random improvised weapon (Heavy Ale Tankard, Broken Wooden Post, Boot, Bag of Rocks, etc.)
Senses Darkvision (if racial ability), Passive Perception 9
Languages Common, Racial
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Liquid Courage. The hooligan has advantage on saving throws against being frightened or charmed while within 30 feet of a loud, active music source or at least two other active hooligans.

Mosh Pit Momentum. Moving through space occupied by hostile creatures does not count as difficult terrain for the hooligan, provided the space is crowded with at least three other Medium or smaller creatures.

Racial Flair (Optional Variant). Customize the hooligan based on their ancestry:

  • Half-Orc / Dwarf: Relentless. Gain +1 to AC and increase Hit Points to 26 (4d8 + 8).
  • Tiefling: Hellish Buzz. Resistant to fire damage and stage pyrotechnics.
  • Dragonborn: Spit-Take. As an action, once per encounter, can exhale a 15-ft. cone of alcohol and light it with a flame (2d6 fire damage, DC 11 Dex save for half).
Actions

Multiattack. The hooligan makes two attacks: one with an Improvised Weapon and one Unarmed Strike, or two Unarmed Strikes.

Unarmed Strike (Haymaker, Elbow, Knee, Kick). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Improvised Weapon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning or piercing damage.

Crowd Surf (Recharge 5-6). The hooligan hurls themselves over a line of creatures. The hooligan moves up to 20 feet in a straight line through spaces occupied by other Medium or smaller creatures without provoking attacks of opportunity. Each creature in that line must succeed on a DC 12 Strength saving throw or be knocked prone.

 

Bonus Actions

Aggressive Shove. The hooligan attempts to shove a creature within 5 feet (using Strength [Athletics] vs. the target's Strength [Athletics] or Dexterity [Acrobatics]).

Chug & Rally. The hooligan downs a sloshing mug of cheap ale or contraband. They gain 1d4 + 2 temporary hit points until the end of their next turn.

Reactions

Heckle & Harrass. When a hostile creature within 30 feet makes an attack roll against an ally, the hooligan yells a loud, obnoxious taunt. The attacking creature must make a DC 11 Wisdom saving throw or suffer disadvantage on the attack roll.

Sucker-Punch Retaliation. When hit by a melee attack from a creature within 5 feet, the hooligan can make one Unarmed Strike against the attacker.

Description

A sea of face-painted, leather-clad rowdies charging the barricades, chanting along to screaming lute solos, and treating security guards like obstacle courses.

Flavor & Tactics

Concert Hooligans aren't evil villains out to destroy the realm—they are high-energy, over-served fans fueled by loud music, cheap ale, and pure adrenaline. Found surging near main stages, congregating around bootleg ale wagons, or tearing up the fields in chaotic tent cities, they operate under a pack mentality. On their own, a single hooligan is little more than a noisy drunk, but when gathered in a mosh pit, they become a dangerous wave of flesh, metal studs, and flying elbows.

In Combat: Hooligans love to rush security personnel (Aggressive Shove) to break through perimeters, throw heavy footwear or stoneware ale mugs (Improvised Weapon), and hurl themselves bodily over guard lines (Crowd Surf). They rarely fight to the death—knocking them unconscious or breaking their morale with strong crowd-control magic usually causes them to scatter back into the crowd.

Monster Tags: humanoidbrute

LairdKeithII

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