AC 16 (Constitution)
HP 130 (10d8 + 40; bloodied 65)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Str +3, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Skills Deception +4 (+1d8), Perception +3 (+1d4), Stealth +5 (+1d8); thieves’ tools +5
Senses darkvision 60 ft., passive Perception 15
Languages Common
Evil. The bone-breaking bruiser radiates an Evil aura.
Unarmored Defense. The bone-breaking bruiser’s AC equals 10 + their Dexterity modifier + their Constitution modifier.
ACTIONS
Multiattack. The bone-breaking bruiser attacks three times.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15).
BONUS ACTIONS
Break Bones. The bone-breaking bruiser fractures the bones of a creature they are grappling. The grappled creature must make a DC 15 Constitution saving throw or reduce its Constitution score by 4, reducing its maximum hit points by 2 per hit die. A creature can regain 1 lost Constitution point (and any lost hit points) with a DC 15 Wisdom (Medicine) check or at the end of a long rest.
A creature that rolls a critical failure on its saving throw has its bones broken. If the creature has differentiated limbs, roll 1d4 to determine the broken limb (1, 2—arm, 3, 4—leg). A creature with a broken leg reduces its Speed by half (or if it only has legs, by a fourth), and a creature with a broken arm is unable to wield anything with that arm, manipulate anything using the hand on that arm, or don a shield on that arm. The broken bone does not heal until the creature’s Constitution score returns to its original amount. It regains 1 Constitution point at the end of each week. Broken bones can be mended with greater restoration or more powerful healing magic.
REACTIONS
Rabbit Punch. When a creature misses the bone-breaking bruiser with a melee weapon attack, the bruiser can use their reaction to make a fist attack against their attacker.
Among serial killers the bone-breaking bruiser stands out both for their raw brutality and their brazenness—so fear-inspiring that anyone who sees them working their grisly trade is too terrified to come forward and make an accusation.
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.