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