Brawler
Small or Medium • Humanoid • Lawful Good
Armor Class 15
Hit Points 67 (9d8 + 27)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 12 (+1) |
Saving Throws Str +5, Dex +4, Con +5
Skills Acrobatics +4, Athletics +5, Intimidation +2
Senses passive Perception 11
Languages Common
CR 3 (XP 700; PB +2)

Grappler. The brawler has advantage on attack rolls against any creature grappled by it.
ACTIONS
Multiattack. The brawler makes two Jab attacks.
Jab. Melee Weapon Attack: +5, reach 5 ft. Hit: 8 (2d4 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with an improvised weapon. Once per turn, Strength Saving Throw: DC 13, the target. Failure: The brawler can inflict one of the following additional effects:
- The target is pushed 5 feet in a direction of the brawler’s choice or knocked prone.
- The target is grappled (escape DC 13).
- The target is blinded or deafened (the brawler’s choice) until the end of the target’s next turn.
Throw Weapon. Ranged Weapon Attack: +5, range 20/60 ft. Hit: 7 (1d8 + 3) bludgeoning damage.
Slam Down. Constitution Saving Throw: DC 13, one creature grappled by the brawler. Failure: 21 (4d8 + 3) bludgeoning damage, and the target is stunned until the end of its next turn. Success: Half damage. Failure or Success: The grapple ends, and the target is knocked prone.
BONUS ACTIONS
Taunt. Wisdom Saving Throw: DC 11, one creature within 30 feet of the brawler that can hear or see it. Failure: The target must use its reaction to move up to its speed toward the brawler. Additionally, all attacks against the target have advantage until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
REACTIONS
Skilled Fall. Trigger: The brawler is subjected to 10 or fewer fall damage. Response: The brawler takes no damage, and if the fall knocks the brawler prone, it can immediately stand up.
Brawler
Small or Medium • Humanoid • Lawful Good
Armor Class 13
Hit Points 26 (4d8 + 8)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 14 (+2) | 9 (-1) | 10 (+0) | 10 (+0) |
Skills Acrobatics +3, Athletics +4, Intimidation +2
Senses passive Perception 10
Languages Common
CR 1/2 (XP 100; PB +2)

Grappler. The brawler has advantage on attack rolls against any creature grappled by it.
ACTIONS
Multiattack. The brawler makes two Jab attacks.
Jab. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage. Once per turn, Strength Saving Throw: DC 12, the target. Failure: The brawler can inflict one of the following additional effects:
- The target is pushed 5 feet in a direction of the brawler’s choice or knocked prone.
- The target is grappled (escape DC 12).
- The target is blinded or deafened (the brawler’s choice) until the end of the target’s next turn.
Throw Weapon. Ranged Weapon Attack: +4, range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.
Slam Down. Constitution Saving Throw: DC 12, one creature grappled by the brawler. Failure: 9 (2d6 + 2) bludgeoning damage, and the target is stunned until the end of its next turn. Success: Half damage. Failure or Success: The grapple ends, and the target is knocked prone.
BONUS ACTIONS
Taunt. Wisdom Saving Throw: DC 10, one creature within 30 feet of the brawler that can hear or see it. Failure: The target must use its reaction to move up to its speed toward the brawler. Success: The target becomes immune to this effect for 1 hour.
REACTIONS
Skilled Fall. Trigger: The brawler is subjected to 5 or fewer fall damage. Response: The brawler takes no damage, and if the fall knocks the brawler prone, it can immediately stand up.
Brawler
Small or Medium • Humanoid • Lawful Good
Armor Class 17
Hit Points 119 (14d8 + 56)
Speed 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 18 (+4) | 10 (+0) | 14 (+2) | 14 (+2) |
Saving Throws Str +7, Dex +6, Con +7
Skills Acrobatics +6, Athletics +7, Intimidation +6
Senses passive Perception 12
Languages Common
CR 6 (XP 2,300, PB +3)

Grappler. The brawler has advantage on attack rolls against any creature grappled by it.
ACTIONS
Multiattack. The brawler makes two Jab attacks.
Jab. Melee Weapon Attack: +5, reach 5 ft. Hit: 14 (3d6 + 4) bludgeoning damage, or 20 (3d10 + 4) bludgeoning damage if used with an improvised weapon. Once per turn, Strength Saving Throw: DC 15, the target. Failure: The brawler can inflict one of the following additional effects:
- The target is pushed 10 feet in a direction of the brawler’s choice or knocked prone.
- The target is grappled (escape DC 15).
- The target is blinded or deafened (the brawler’s choice) until the end of the target’s next turn.
Throw Weapon. Ranged Weapon Attack: +5, range 20/60 ft. Hit: 17 (3d8 + 4) bludgeoning damage.
Slam Down. Constitution Saving Throw: DC 15, one creature grappled by the brawler. Failure: 36 (5d12 + 4) bludgeoning damage, and the target is stunned until the end of its next turn. Success: Half damage. Failure or Success: The grapple ends, and the target is knocked prone.
BONUS ACTIONS
Taunt. Wisdom Saving Throw: DC 13, one creature within 60 feet of the brawler that can hear or see it. Failure: The target must use its reaction to move up to its speed toward the brawler. Additionally, all attacks against the target have advantage until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
REACTIONS
Skilled Fall. Trigger: The brawler is subjected to 15 or fewer fall damage. Response: The brawler takes no damage, and if the fall knocks the brawler prone, it can immediately stand up.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
