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  2 
   
  The Knuckle Bone Pit 
  Introduction 
  The Knuckle Bone Pit module includes a tavern 
  brawl designed to develop in different ways each 
  time it’s played. The brawl is intended for three to 
  six players at level 3-4. The module uses Dungeons 
  and Dragons 5th edition rules. It can be played as a 
  one-shot, or be integrated into an existing 
  campaign. 
   The players will enter a brawling competition in 
  order to win gold, items, and feats. They must 
  compete with other brawlers in challenges of not 
  just brawn, but also wit. It’ll take the gruffest 
  individuals to come out on top and win the grand 
  prize, as the Knuckle Bone Pit demands a bloodbath, 
  as well as a show. 
   This module allows the players to experience 
  battles that tutors to their abilities. In a 3 or 4 tier 
  tournament, the brawl matches contenders based 
  on personal skill. The brawl represents an actual 
  tavern fight with the players having to use their 
  environment to its full potential in order to win. 
  Setting 
  Down a crass, iron staircase, through an ironclad 
  door, and under a heavy rock that looks like a nose, 
  lies the Knuckle Bone Pit Arena. Taken place under 
  the Frothing Mug Inn resides a grand arena, a 
  stadium if you will, where memorable brawlers buck 
  and rumble to determine the bearish brute of them 
  all.  
   Depending on whether you implement this brawl 
  into your own campaign or play it as a one-shot, the 
  outside setting can vary. For a one-shot, this 
  competition is located in the town of Ferryguard, a 
  port city known for its various ale commodities and 
  a robust militia body. The players will enter the 
  Frothing Mug Inn, enter the secret entrance 
  downstairs, and start their fun at the Knuckle Bone 
  Pit Arena. 
   If you wish to incorporate this competition into 
  your own adventure, the town can be of one you 
  created, as the Arena can be placed under any 
  tavern or building. To better immerse the players 
  into the ambience, set this event where the 
  population 
  is 
  rugged, 
  brash, 
  or 
  dirty. 
  The 
  competition holds some crude individuals, and thus, 
  it would make sense the area represents that. Maybe 
  information for a campaign’s villain is one of the 
  rewards for the competition, or a familiar face is the 
  brawl’s competition leader or facilitator. 
  The Players 
  While the contest resembles the vibe of a tavern 
  brawl, it has been structured over the years to 
  accommodate contenders of different skill sets; a 
  fighter or barbarian character carries the same 
  weight in the competition as a wizard or ranger. 
  Therefore, the players may choose any class they 
  want to bring to the table and still feel accomplished 
  in their contribution. 
  How to Play 
  Read the following script to place them into the Pit: 
  “The Frothing Mug Inn greets you and your friends 
  into their tavern. Cups are overflowing with foam, the 
  bard sings cheerfully on top a table, and there’s not a 
  vacant spot at the bar. But you step forth to the bar 
  anyways, wanting a different environment than this 
  one. You quickly catch the attention of the bartender. 
  ‘The dog beckons a naked moon,’ you tell him. His 
  smile turns sly, and gestures to the assistant barkeep 
  to cover the rounds for a second. He ties his wash cloth 
  around his waist and motions you to follow him to the 
  back kitchen. Seasoned meats permeate the small 
  corridor while you are ushered to an alcove off to the 
  side. You are lead down a crass, iron staircase, through 
  an ironclad door seeming to weigh a ton, and under a 
  heavy rock that looks like a nose. Below the trapdoor 
  plants you into a different world entirely - not quite 
  literally, but the dank, musty smell of beer and wood is 
  jarring to say the least. A large chamber opens itself to 
  you. You could call it a tavern, but it looks to be a 
  subterranean chasm that turned to a bar. The denizens 
  resemble the rugged races and individuals of a smoky 
  alley or a rocky slum. They displayed scars, missing 
  teeth, and threadbare clothing. Beer runners and 
  servants make their way table to table fulfilling orders. 
  The chasm itself reaches high, presenting stalactites 
  from the ceiling. The ground is smooth enough to 
  easily walk over, but it isn’t perfect. And towards the 
  center of the chasm, the floor caves in, creating a 
  makeshift amphitheater, if you will. And residing in the 
  center is a sand pit, an arena that resembles a tavern 
  scene, but dug 10 feet below, and grounded with soft 
  sand. Welcome to the Knuckle Bone Pit Arena.” 
   
  
  3 
   
  There are two parts of the game guide: A Player 
  Sheet, and a Brawler Sheet. The Player Sheet 
  presents the battlefield map, universal rules, and 
  special bonus actions they can take during the 
  competition, such as flipping over a table or 
  searching for an improvised weapon. The brawler 
  sheet lists the brawlers that the players will fight 
  against, as well as their statistics. It also displays 
  their designated tiers in which the players will battle 
  against. 
   A party that consists of three to four players will 
  play 3 tiers of the competition, and five to six players 
  will compete in a 4-tiered competition. The players 
  can learn about the different rules of each stage 
  before the tournament so that they can plan their 
  desired tier to contend.  
   The GM will roll a d4 each to determine three 
  brawlers based on the one-paged Brawler Sheet for 
  each stage of the competition tier (besides tier 4 – 
  see Brawler Sheet). Omit any repeated brawlers 
  until there are the correct number of contenders. 
  Winning the Brawl 
  Players must survive all tiers in order to win the 
  grand prize. If they lose a tier, they are removed 
  from the competition and another team of brawlers 
  are allowed to take their spot and compete. They 
  may return the following night to try again. 
   The reward for winning the competition is the 
  following: 1000 gold for the team, and free drinks 
  from the Frothing Mug Inn. Upon victory, the 
  players may choose to receive one of the following 
  feats: Tavern Brawler or War Caster from the official 
  Player’s Handbook. If they already have one of the 
  feats, the GM may assign another appropriate feat. 
  Pit Rules 
  These are rules to be followed at all times during the 
  brawling tournament. The rules should help players 
  strategize their competing lineup in each tier. 
  Repercussions of infringed rules can be enacted 
  based on the GM’s discretion. Note: The final tier 
  only adheres to the universal rules (no limits on 
  weapons, number of contenders, and magic usage).  
   Smuggling a magical item, poison, or other 
  prohibited objects will require a DC 16 Stealth check 
  to successfully conceal the endeavor as the players 
  are examined by bouncers before each tier. The 
  check can be administered multiple times during 
  the competition or when the item(s) is used. 
  Universal Rules 
   
  1. An entry fee of one (1) gold per contender is required  
   
   to enter the competition. 
   
  2. No killing blows during the tournament - only aim to  
   
   knock unconscious. 
   
  3. Magical items are prohibited and will be confiscated  
   
   until after the match. 
   
  4. Use of poison is prohibited and results in immediate   
   
   loss of the tier. 
   
  5. One Basic Healing Potion for each contender is   
   
   
   
   supplied between stages. 
   
  6. Each tier is won by knocking the opposing side   
   
   
   
   unconscious. 
   
  7. Tip the bartender. 
   
  Tier 1 Rules 
   
  1. Outside armor, weapons, and shields are not allowed. 
   
  2. Use of arcane abilities is prohibited. 
   
  3. Three contenders maximum are allowed for each side. 
   
  Tier 2 Rules 
   
  1. Outside armor, weapons, and shields are not allowed. 
   
  2. Three contenders maximum are allowed for each side. 
   
  Tier 3 Rules (for five or six players) 
   
  1. Use of arcane abilities is prohibited. 
   
  2. Three contenders maximum are allowed for each side. 
   
  Tavern Brawler Feat 
  Accustomed to rough-and-tumble fighting using whatever weapons happen 
  to be at hand, you gain the following benefits:  
   
  • Increase your Strength or Constitution score by 1, to a maximum of 
  20. 
  • You are proficient with improvised weapons and unarmed strikes. 
  • Your unarmed strike uses a d4 for damage. 
  • When you hit a creature with an unarmed strike or an improvised 
  weapon on your turn, you can use a bonus action to attempt to 
  grapple the target. 
  War Caster Feat 
  Prerequisite: The ability to cast at least one spell 
   
  You have practiced casting spells in the midst of combat, learning techniques 
  that grant you 
  the following benefits: 
   
  • You have advantage on Constitution saving throws that you make to 
  maintain your concentration on a spell when you take damage. 
  • You can perform the somatic components of spells even when you 
  have weapons or a shield in one or both hands. 
  • When a hostile creature’s movement provokes an opportunity attack 
  from you, you can use your reaction to cast a spell at the creature, 
  rather than making an opportunity attack. The spell must have a 
  casting time of 1 action and must target only that creature. 
  
  4 
   
  Knuckle Bone Pit NPCs 
   
  The staff in the Knuckle Bone Pit consists of 
  barmaids, servers, and a few managerial employees. 
  It’s easy to find a runner that’ll serve a beer to a table 
  in the Pit, just as easy as starting a fight. These are 
  the few individuals that help regulate the otherwise 
  chaotic tavern: 
  Sullen, the Barkeep 
  “A bitter, bald man stands across the bar, mindlessly 
  cleaning glasses and liquor rings on the surface left 
  by previous customers. Still fitting a hearty build, 
  this warm, older man gives a weary smile to anyone 
  that walks up to the bar. His wrinkles and age spots 
  reside on his low-hanging jowls, in addition to his 
  forehead, above his gray, bushy eyebrows.” 
   A man of wisdom and patience. This bartender has 
  been much exposed to strife in his days, so much 
  that his physical experience displays a bitter prose 
  that reflects his harsh life. Though looking like he 
  ages 70 years, he only lives to be in his late 50s. 
  Sullen has found his bartender past time pleasant 
  and can’t help to present a sincere demeanor to the 
  otherwise rugged customers. After working for the 
  Pit since it has started years ago, he’s grown to be a 
  venerable man that may still have a few punches in 
  his spirit. 
  Lionel, the Facilitator 
  “A half-elven man weaves through the crowd in the 
  Pit, caught in multiple conversations at one time. 
  Brazen and sharp with words in nature, the half-elf 
  fends off nagging patrons, like a woman would with 
  eager men following her. He seems to take on the 
  role of the facilitator and conductor for the events 
  that take place in the Pit, whether that’d be the 
  brawling competition, or an occasional arm-
  wrestling challenge.” 
   Lionel possesses a keen communication skill that 
  aids him in his line of work as a facilitator in the Pit. 
  Because he’s a rather new addition to the job, he 
  takes a lot of slack from older, revered patrons that 
  think they know how to do his job better. Although 
  he’s about 130 years old, he keeps a younger stature 
  due to his elven descent, concurrently making him 
  an easier target to heckle, as well. He competently 
  keeps up with the bitter audience as he conducts 
  the ongoing competitions. 
  Ravvi, the Gambling Manager 
  “A small, green body makes its way from table to 
  table distributing coin and paper to individuals. A 
  goblin, in fact, mingles with patrons in discourse 
  pertaining to gambling and other wagers. He seems 
  to act as a manager for all gambling that takes place 
  in the Pit.” 
   Acting as the presiding gambling manager, Ravvi 
  writes wagers on parchment for the current 
  brawling competition. This addition to the Pit 
  created more stability and less arguments after the 
  competition concluded. Because of Ravvi’s nimble 
  gait and an astute mind, he’s easily the most viable 
  member for the job. 
  The Pit Champions 
  “A body of large, formidable individuals nest in the 
  corner of an alcove just on the outskirts of the 
  brawling tavern pit. The eyes of a boorish half-ogre, 
  a sinister gnome, a furrowed ape, and two barbaric 
  goliaths scan their potential competitors, their 
  glances menacing and deliberate. They sit and 
  oversee everything happening, like a still pack of 
  wolves. No matter where you look around the Pit, 
  their gloomy presence always remains, a looming 
  visage that can’t be disregarded.” 
   The Knuckle Bone Pit’s king brawlers consist of a 
  half-ogre, a gnome, an ape, and two goliaths. 
  Although Pit champions change often due to the 
  popularity of the competition, this group of fighters 
  have been on top for several months. Their 
  confidence resides over their propriety sometimes, 
  but no one seems to want to challenge their brawn 
  in a kerfuffle with them.  
  Patrons 
  Some attendees of the Knuckle Bone Pit come for 
  the entertainment, while others come to win 
  money. The house gets a cut of all bets with the 
  addition of a gambling manager, but gambling is still 
  common and widely accepted (almost required to 
  watch). There are older patrons who have been 
  around since the start, and there are newer ones 
  who enjoy the ambiance of the place. Most of them 
  are not afraid to heckle contenders, especially 
  newer additions to the Pit, and will even throw their 
  steins at competing brawlers during the matches 
  (see Arena Action on the Player’s Sheet). 
  
  5 
   
  Knuckle Bone Pit Arena Battle Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Pit Arena sinks about 20 feet in the rocky terrain. Sand makes up the floor along with shards of old beer mugs 
  and tavern furniture. The bar rests firmly into the northern area, but the chairs, barrels, and tables can be easily 
  moved and transposed to create cover for the contenders (see Player Sheet bonus actions). It accurately depicts 
  a bar scene to immerse brawlers in their natural environment. (Yes, those are chairs next to the tables – drawing 
  isn’t my expertise, obviously.) Each box on the grid is a 5-foot cube. 
   The following two pages include the Player Sheet, which can be supplied to each of the players for their 
  reference, and a Brawler Sheet for the GM to manage the brawlers and tiers. If this module was purchased on 
  dmsguild.com, there are separate documents of each sheet for convenience purposes. Enjoy the Brawl!
  
  6 
   
  Initiative 
  Count 
   
  20+. 
  20. 
  19. 
  18. 
  17. 
  16. 
  15. 
  14. 
  13. 
  12. 
  11. 
  10. 
  9. 
  8. 
  7. 
  6. 
  5. 
  4. 
  3. 
  2. 
  1. 
  0. Arena Action 
  The Knuckle Bone Pit
  Player Sheet 
  Pit Weapons Table 
  *all items act as Improvised Weapons unless stated otherwise, and items are taken and replaced after each tier 
  d10 
  Items 
   d10 
  Items 
  1 
  Chair Leg.  
  50% on hit to break. 
   6 
  Split Handaxe. 
  Handaxe. 1d6 slashing damage. Light. Thrown (range 20/60).  
  25% on hit to break. 
  2 
  Nuts and Nails 
  Use a bonus action to toss nails in a 5-foot cube, 
  making the ground become difficult terrain. 
   7 
  Rusty Knife. 
  Dagger. 1d4 piercing damage. Finesse. Light. Thrown (range 20/60). 
  25% on hit to break. 
  3 
  Porcelain Plate. 
  75% on hit to break. 
   8 
  Brew of the Brawn. 
  Use a bonus action to drink the brew. The affected creature deals  
  +1d4 damage output until the end of its next turn. 
  4 
  Empty Stein. 
  25% on hit to break. 
   9 
  Oaken Greatclub. 
  Greatclub. 1d8 bludgeoning damage. Two-handed. 
  5 
  Pouch of Sand. 
  Use a bonus action to target one creature within 
  10 feet. It must make a DC 12 Constitution Saving 
  Throw or be blinded until the end of its next turn. 
  This is a one-time use. 
   10 
  Firewater Fiddle. 
  Use a bonus action to inspire an ally with a d6 Bardic Inspiration die. 
  Within 10 minutes, that ally can add a d6 to one attack roll, ability 
  check, or saving throw it makes. A creature can only have one Bardic 
  Inspiration die at a time. The Fiddle has 3 charges.  
   
  Arena Action. 
  After each round at 0 initiative, each player must make a 
  DC 10 Dexterity Saving Throw. On a failed save, the 
  player takes 1d4 +1 bludgeon damage from thrown steins 
  from the audience. 
  Special Player Bonus Actions 
  • Search tables/bars/barrels for a usable weapon. Roll 
  once on the Pit Weapons Table to pick up an item. 
  • Attempt to charm the audience on your side of the 
  brawl. Make a DC 15 Charisma check to reverse the 
  arena action and redirect the Arena Action to the 
  opposing brawlers for one round. 
  • Flip a table over for half-cover to anyone behind it. 
  Universal Brawling Rules 
  1. An entry fee of one 
  gold per contender is 
  required to enter the 
  competition. 
  2. No killing blows 
  during the tournament - 
  only aim to knock 
  unconscious. 
  3. Magical items are 
  prohibited and will be 
  confiscated until after 
  the match. 
  4. Use of poison is 
  prohibited and results in 
  immediate loss of the 
  tier. 
  5. One Basic Healing 
  Potion for each 
  contender is supplied 
  between stages. 
  6. Each tier is won by 
  knocking the opposing 
  side unconscious. 
  7. Tip the bartender. 
   
   
   
  
  7 
   
  Tier 4 
  4
  The Knuckle Bone Pit 
  Brawler Sheet 
  Brawler Features 
  Trexxar (human) 
  AC 13 (natural armor) 
  HP 19 
  Speed 30 
  Str: +2 Dex: -1 Con: +3 
  Int: -1 Wis: 0 Cha: +1 
  Drunken Strength 
  Punch: +3 hit. 1d4 +1 dmg. 
  Mug Toss: +3 hit. Range 20 
  ft. 1d4+1 dmg. 
   
  Slovic (human) 
  AC 12 (natural armor) 
  HP 19 
  Speed 30 
  Str: +2 Dex: +2 Con: +3 
  Int: -2 Wis: +1 Cha: 0 
  Charger 
  Punch: +3 hit. 1d4 +2 dmg. 
   
  Barrack (halfling) 
  AC 12 (natural armor) 
  HP 17 
  Speed 30 
  Str: +2 Dex: +2 Con: +2 
  Int: -2 Wis: +1 Cha: -2 
  Leadership 
  Punch: +3 hit. 1d4 +2 dmg. 
  Mug Toss: +3 hit. Range 20 
  ft. 1d4+2 dmg. 
   
  Shield (dwarf) 
  AC 12 (natural armor) 
  HP 20 
  Speed 25 
  Str: +2 Dex: +1 Con: +2 
  Int: 0 Wis: +1 Cha: +1 
  Selfless 
  Punch: +3 hit. 1d4 +2 dmg. 
   
  Jaeger (dwarf) 
  AC 13 (natural armor) 
  HP 18 
  Speed 25 
  Str: +2 Dex: -2 Con: +2 
  Int: 0 Wis: +1 Cha: -1 
  Drunken Strength 
  Punch: +4 hit. 1d4 +2 dmg. 
  Mug Toss: +5 hit. Range 20 
  ft. 1d4+3 dmg. 
   
  Frisic (halfing) 
  AC 13 (natural armor) 
  HP 17 
  Speed 25 
  Str: 0 Dex: +3 Con: +1 
  Int: +3 Wis: +2 Cha: +2 
  Spellcaster 1 (DC 13) 
  Punch: +0 hit. 1d4 dmg. 
   
  Ney’siv (half-elf) 
  AC 13 (natural armor) 
  HP 16 
  Speed 30 
  Str: 0 Dex: +3 Con: +1 
  Int: +3 Wis: +4 Cha: +3 
  Spellcaster 1 (DC 13) 
  Charm 
  Punch: +0 hit. 1d4 dmg. 
   
   
  Skud (gnome) 
  AC 13 (natural armor) 
  HP 17 
  Speed 25 
  Str: -1 Dex: +3 Con: 0 
  Int: +3 Wis: +1 Cha: +2 
  Spellcaster 1 (DC 13) 
  Cunning Action 
  Punch: +0 hit. 1d4 dmg. 
   
  Kud (mud mephit) 
  AC 11 
  HP 27 
  Speed 20, fly 20 
  Str: -1 Dex: +1 Con: +1 
  Int: -1 Wis: 0 Cha: -2 
  Death Burst 
  Mud Breath 
  Punch: +3 hit. 1d6 +1 dmg. 
   
  Jah (human) 
  AC 12 (natural armor) 
  HP 20 
  Speed 30 
  Str: +3 Dex: +1 Con: +1 
  Int: +3 Wis: +2 Cha: +1 
  Spellcaster 1 (DC 13) 
  Leadership 
  Punch: +3 hit. 1d4 +3 dmg. 
   
  Axe (half-orc) 
  AC 16 (heavy armor) 
  HP 25 
  Speed 30 
  Str: +3 Dex: +1 Con: +3 
  Int: +1 Wis: 0 Cha: +1 
  Charger 
  Reckless Attack 
  Punch: +5 hit. 1d4 +3 dmg. 
  Greataxe: +5 hit. 1d12+3 
  dmg. 
   
  Mir (kenku) 
  AC 15 (light armor) 
  HP 20 
  Speed 30 
  Str: +1 Dex: +3 Con: 0 
  Int: +1 Wis: +2 Cha: +2 
  Sneak Attack 
  Multiattack 
  Punch: +2 hit. 1d4 +1 dmg. 
  Dagger: +5 hit. Range 20 ft. 
  1d4 +3 dmg 
   
  Violet (elven twins) 
  AC 15 (medium armor) 
  HP 21 
  Speed 30, climb 10 
  Str: +1 Dex: +3 Con: 0 
  Int: +1 Wis: +3 Cha: +2 
  Sneak Attack 
  Cunning Action 
  Multiattack 
  Dagger: +5 hit. Range 20 ft. 
  1d4 +3 dmg. 
  Olive (elven twins) 
  AC 15 (medium armor) 
  HP 22 
  Speed 30, climb 10 
  Str: +1 Dex: +3 Con: 0 
  Int: +1 Wis: +3 Cha: +2 
  Cunning Action 
  Multiattack 
  Shortbow: +5 hit. Range 80 
  ft. 1d4 +3 dmg 
  Ironbeard (dwarf) 
  AC 16 (heavy armor) 
  HP 26 
  Speed 25 
  Str: +3 Dex: +3 Con: +3 
  Int: 0 Wis: 0 Cha: 0 
  Drunken Strength 
  Multiattack 
  Punch: +5 hit. 1d4 +3 dmg. 
  Handaxe: +5 hit. Range 20 ft. 
  1d6+3 dmg. 
   
  Hugmug (half-ogre) 
  AC 13 (natural armor) 
  HP 34 
  Speed 30 
  Str: +4 Dex: 0 Con: +4 
  Int: -2 Wis: 0 Cha: 0 
  Charger 
  Multiattack 
  Punch: +5 hit. 1d4+4 dmg 
  Rusty Fish Hook: +5 hit. 
  Range 10 ft. 2d6 +5 dmg 
  Jax (gnome) 
  AC 15 (light armor) 
  HP 24 
  Speed 25 
  Str: 0 Dex: +4 Con: +1 
  Int: +3 Wis: +2 Cha: +2 
  Spellcaster 3 (DC 13) 
  Benign Transposition 
  Dice Flail: + 5 hit. 1d8+2 dmg 
  Conjured Arcane Deck: +5 
  hit. Range 30ft. 2d6+3 dmg 
  Drag (goliath) 
  AC 15 (natural armor) 
  HP 27 
  Speed 30 
  Str: +4 Dex: +2 Con: +4 
  Int: 0 Wis: +2 Cha: +2 
  Drunken Strength 
  Punch: +5 hit. 1d4+4 dmg 
  Crossbow: +4 hit. Range 100 
  ft. 1d10 + 2 dmg 
   
  Sugar (ape) 
  AC 12 (natural armor) 
  HP 25 
  Speed 30, climb 30 
  Str: +3 Dex: +2 Con: +2 
  Int: -2 Wis: +1 Cha: -2 
  Multiattack 
  Punch: +5 hit. 1d6 +3 dmg. 
  Mug Toss: +5 hit. Range 20 
  ft. 1d4+3 dmg. 
   
  Nalak (goliath) 
  AC 16 (medium armor) 
  HP 29 
  Speed 35 
  Str: +4 Dex: +2 Con: +4 
  Int: -1 Wis: +1 Cha: 0 
  Rage 
  Reckless Attack 
  Multiattack 
  Punch: +5 hit. 1d4 +4 dmg. 
   
  Drunken Strength Use a bonus action to increase any 
  damage output and AC by +1 for 1 minute. 
  Leadership For 1 minute, the brawler can utter a 
  special command whenever a teammate within 30 feet 
  makes an attack roll or a saving throw. The teammate can 
  add a d4 to its roll. Only one Leadership die can benefit 
  the teammate at a time. 
  Selfless Whenever a teammate is attacked within 5 feet 
  of the brawler, he may use a reaction to become the 
  target instead. 
  Charger When the brawler uses an action to Dash, he 
  can use a bonus action to make one melee weapon or 
  punch attack or to shove the target. If he moves at least 
  10 feet in a straight line immediately before taking this 
  bonus action, he either gain a +5 bonus to the attack’s 
  damage roll (if you chose to make a melee attack and hit) 
  or push the target up to 10 feet away from you (if you 
  chose to shove and you succeed). 
  Mage Slayer When a creature within 5 feet of the 
  brawler casts a spell, he can use your reaction to make a 
  melee weapon attack against that creature. When he 
  damages a creature that is concentrating on a spell, that 
  creature has disadvantage on the saving throw it makes 
  to maintain its concentration. The brawler has advantage 
  on saving throws against spells cast by creatures within 
  5 feet of him. 
  Multiattack The brawler makes two attacks. 
  Rage Use a bonus action to gain the following benefits: 
  Advantage on Strength checks and saving throws; +2 all 
  damage output; resistance to bludgeoning, piercing, and 
  slashing damage. 
  Reckless Attack On the first melee attack of the 
  brawler’s turn, he may give the attack advantage, in turn 
  of giving attack against you advantage, as well. 
  Cunning Action On each turn, the brawler can use a 
  bonus action to Dash, Disengage, or Hide. 
  Sneak Attack Once per turn, the brawler deals an 
  additional 2d6 damage when he it hits a target and has 
  advantage on the attack, or when the target is within 5 
  feet of the brawler’s teammate that isn’t incapacitated, 
  Death Burst When the mephit dies, each medium or 
  smaller creature within 5 feet of it must succeed on a DC 
  11 Dexterity saving throw or be restrained until the end 
  of the creature’s turn. 
  Mud Breath Recharge 5-6 One medium or smaller 
  creature within 5 feet of it must succeed on a DC 11 
  Dexterity saving throw or be restrained for 1 minute. The 
  Slimejack (halfling) 
  AC 14 (natural armor) 
  HP 25 
  Speed 25 
  Str: 0 Dex: +3 Con: +2 
  Int: +3 Wis: 0 Cha: +3 
  Spellcaster 2 (DC 14) 
  Drunken Strength 
  Mage Slayer 
  Punch: +4 hit. 1d4 dmg. 
   
  Kabo (human) 
  AC 15 (natural armor) 
  HP 21 
  Speed 30 
  Str: +3 Dex: +2 Con: +1 
  Int: +2 Wis: +2 Cha: 0 
  Spellcaster 1 (DC 12) 
  Cunning Action 
  Multiattack 
  Punch: +5 hit. 1d4 +3 dmg 
   
  Virk’ala (dragonborn) 
  AC 12 (natural armor) 
  HP 25 
  Speed 30 
  Str: +3 Dex: 0 Con: +2 
  Int: +3 Wis: +1 Cha: +2 
  Spellcaster 2 (DC 13) 
  Leadership 
  Punch: +5 hit. 1d4 +3 dmg. 
   
  Chipnet (kobold) 
  AC 12 (natural armor) 
  HP 20 
  Speed 30 
  Str: -2 Dex: +3 Con: -1 
  Int: -1 Wis: 0 Cha: 0 
  Spellcaster 1 (DC 10) 
  Benign Transposition 
  Punch: +0 hit. 1d4 dmg. 
  Mug Toss: +3 hit. Range 20 
  ft. 1d4 dmg. 
   
  Fennis (human) 
  AC 12 (natural armor) 
  HP 23 
  Speed 30 
  Str: +1 Dex: +2 Con: +1 
  Int: +3 Wis: +1 Cha: +3 
  Spellcaster 2 (DC 14) 
  Charm 
  Punch: +1 hit. 1d4 +1 dmg. 
  Mug Toss: +5 hit. Range 20 
  ft. 1d4+1 dmg. 
   
  Roll a d4 each tier 
  until there  
  are three  
  brawlers 
  Tier 1 
  Tier 2 
  (3 to 4 
  players) 
  Tier 2 
  (optional) 
  Tier 3 
  (5 to 6 
  players) 
  1 
  2
  3 (choose both)
  (skip to Tier 4 
  if playing with 
  3 to 4 players) 
  (3-4 players: roll 
  for 2 brawlers; 
  5-6 players: roll 
  for 4 brawlers) 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Zach Frederick/The Knuckle Bone Pit.pdf