This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
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This creature was created as part of the Player Equivalent CR variant rule using the Fighter class and Criminal background, and as such does not follow traditional CR.
Bruiser[edit]
Medium humanoid (human), lawful evil
Armor Class 15 (padded armor)
Hit Points 8 (1d10 + 3)
Speed 30 ft.
Saving Throws Str +4, Dex -1, Con +5 Skills Athletics +5, Deception +3, Intimidation +3, Stealth +2
Senses passive Perception 11
Languages Common
Challenge 1 (200 XP)
Padded Armor. The bruiser has a damage threshold of 5.
Dueling. When the bruiser is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in attack).
Defense. While wearing armor, the bruiser has a +1 bonus to their AC (included in AC).
ACTIONS
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Handgun. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded after 12 shots.
Second Wind (1/Short or Long Rest). As a bonus action, the bruiser regains 8 (1d10 + 3) hit points.
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Bruisers represent the common thugs of society. Most bruisers are plain hooligans looking to cause trouble without the thought of consequence, though plenty of bruisers have organized to make a living shaking down locals for "protection" from their own wrongdoing.
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