TEXT: Mud 
  Wrestling
  v. 1.0
  Written by JOSH GENTRY
  Edited by JOYCE DENTON
  Cover Art by GIGO GABASHIVLI
  Internal Art by EMILE FRIANT, GALIAOFFRI, GEORGE LUKS, and STINKIE PINKIE
  Wrestling is a favored pastime around the world, both in real life and in fantasy games. While some societies make
  wrestling into a grand and formal institution, the common folk have a simple and unified alternative: mud wrestling. 
  Mud wrestling is an ideal challenge for use in 1-on-1 campaigns and duels, party down-time, and as side-track
  during a larger adventure. Using this article, you can orchestrate a mud wrestling tournament or launch into
  spontaneous matches on the fly.  This article also features a template, NPCs, and monsters for romping in the mud!
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All copyrighted images are the property of their respective owners. Image citations are found at the end of this text.
  This work is copyright 2016 by Kenneth Joshua Gentry, and is published in its entirety under the the Open Gaming License Version 1.0a. Full text of the OGL is 
  found at the end of the text.
  MUD WRESTLING 
                               Fifth Edition Fantasy
    1
  
  Set-Up
  Mud wrestling events are easy to drag and drop into any 
  scenario. The exact features of a mud wrestling arena 
  vary by context, but most have some basic similarities.
  Mud Pit
  The soaked ground in a mud pit has been worked into a 
  thick and sloppy mire. The official play area is ringed off 
  with a 20 ft diameter chalk circle. The muck of the 
  wrestling pit reduces participants’ land speed to 5ft.
  Roster
  Formal and semi-formal mud wrestling tournaments 
  feature score boards, which track participants as they 
  advance through the ranks and ladders. Participants can 
  use this board to get information on upcoming 
  opponents.
  Seating
  Seating for a mud wrestling event varies by formality. 
  Sudden mud-fights may occur spontaneously in barn-
  yards or behind bars, and viewers probably have to 
  stand. Pre-planned tournaments may feature bleachers 
  for the audience. In any case, one to three observers are 
  designated as judges, and the remaining audience is 
  usually welcome to heckle and cheer. (Cunning 
  onlookers may even decide to interfere.)
  Though many people may be just as happy using theatre
  of the mind to handle mud wrestling, setting the scene
  with minis and grid is simple and easy to adjust!
  Etiquette
  The rules and nature of mud wrestling restricts the 
  participants’ actions in the mud pit. Some of these 
  restrictions help ensure a safe and fair competition; they
  all help keep the show entertaining!
  Skin Only!
  The only equipment permitted in the wrestling pit are 
  the participants’ clothing. Weapons, armor, shields,
   component pouches, and other items are strictly 
  forbidden.
  Keep it Clean!
  Punching is permitted in mud wrestling, but biting and 
  scratching are not. Lethal injury, as well as direct attacks
  against the eyes or groin, are grounds for immediate 
  disqualification.
  No Spells!
  This is a wrestling contest, not a magic duel! Magic that 
  takes away from the spectacle of wrestling is strictly 
  forbidden. This includes spells like ray of frost and misty 
  step, the mind thrust psionic power, a dragonborn's 
  Breath Weapon, and the like. Receiving an outside 
  magical benefit is the equivalent of bringing in weapons 
  or armor, and is likewise banned.
  Variant: Pro-Magic Wrestling
  At the GM’s option, “no magic” may be more a guideline 
  than a rule. In this case, the crowd may not notice or 
  mind when spellcasters use spells to enhance their own 
  wrestling capabilities (such as mage armor, barkskin, 
  and enhance ability). Crowds may even cheer 
  appropriate and thrilling supernatural feats, such as 
  enlarge/reduce, Divine Smite, or Wild Shape!
  A given culture may use wrestling train, entertain, or
  solve disputes. Mud wrestling can be as formal or
  informal as the occasion calls for.  Matches can be central
  events of tournaments, festivals, or weekend antics. 
  2
  
  Procedure
  A mud wrestling match runs basically like combat. Both 
  participants roll initiative, as do any observers who 
  intend to interfere.
  The slick and sticky mud pit reduces both 
  participants land speed to 5 ft. Participants can take 
  whatever actions they like; however, participants who 
  break etiquette, or those who do whatever the audience 
  considers “cheating,” will be disqualified by judges and 
  the onlookers. The most straightforward actions that 
  directly contribute to victory are extensions of the 
  Attack action:
  •
  Unarmed strike
  •
  Grapple
  •
  Shove
  A participant’s other capabilities help push them ahead 
  and distinguish them as unique fighters.
   
  Winning
  Participants are eliminated when they are caught 
  cheating, step outside of the ring, or are down for a ten 
  second count. In terms of mechanics, the main win 
  conditions are:  
  Knock-Out
  You win when you reduce your opponent’s HP to 0. 
  Unless you specify lethal intent, a knocked-out 
  combatant automatically stabilizes and after 1d10 
  minutes regains 1 hit point. 
  Attacking with lethal intent disqualifies the attacker.
  Biting or scratching, or attacking an opponents eyes or 
  groin also disqualifies the attacker.
  Ring Out
  You win if you shove an opponent out of the ring; since 
  land movement is 5 ft, this usually requires two or three 
  successes in close succession. 
  Creatures who fly or teleport will be considered to 
  have left the ring, and loose the match.
  Pin
  You win when your opponent fails to escape your 
  grapple three times in a row.
  MUD WRESTLING 
                               Fifth Edition Fantasy
    3
  
  Wrestling Monsters & NPCs
  This section features no new monsters or NPCs. Rather, 
  the creatures here are tweaked so that they are ready for
  use in a wrestling match.
  (Wrestling) Template
  Humanoids, and any fiends, celestials, elementals, giants
  or other creatures with a generally human shape can 
  adjust to participate in a wrestling match. Wrestle-ready
  creatures maintain their statistics, except as follows.
  Challenge: The exact CR of a (Wrestling) creature varies
  by how much power they lose by removing their 
  equipment. Most creatures take a small to significant CR 
  reduction; others primed for unarmed combat do not 
  face a CR reduction. 
  The creatures featured here do not list modified CRs
  due to the assumption that they can readily regain their 
  equipment.
  Equipment: The creature removes all equipment 
  besides its clothing. Creatures that wear armor must 
  recompute their Armor Class. It retains its natural 
  weapons, natural armor, and other innate capabilities. 
  Unarmed Strikes: The creature’s attack and damage 
  rolls with unarmed strikes use the better of its Strength 
  of Dexterity modifiers. 
  Spellcasting: If the creature prepares spells, prepare 
  spells relevant and legal for wrestling. Consider how the 
  spellcaster obtains its material components (or whether
  it needs them).
  Modify Thematic Abilities: Some features (such as the 
  bandit captain’s Parry and the assassin’s poisoned 
  weapons) can be adjusted to suit unarmed fighting.
  Cheating: At your discretion, creatures unconcerned 
  with or capable of cheating may retain or modify any of 
  the features removed by this template.
  Assassin (Wrestling)
  Medium humanoid (any race), any non-good alignment
  Armor Class 13
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9
  Damage Resistances poison
  Senses passive Perception 13
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Special Traits
  Assassinate: During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against a 
  surprised creature is a critical hit.
  Evasion: If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails.
  Sneak Attack: Once per turn, the assassin deals an extra
  14 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the assassin that isn’t 
  incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack: The assassin makes two melee attacks, and
  may replace either of these with a shove or grapple 
  attempt. 
  Unarmed Strike: Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 4 bludgeoning damage.
  Poisoned Fingernails: Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 4 slashing damage, and the 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one.
  Assassins enter grappling tournaments to kill vulnerable
  targets; attacks against their targets are always made 
  with lethal intent. Only high-profile competitors usually 
  generate the ire for someone to contract an assassin.
  4
  
  Bandit Captain (Wrestling)
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 13
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses: passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  Actions
  Multiattack: The captain makes two unarmed strike 
  attacks.
  Unarmed Strike: Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 3 bludgeoning damage.
  Reactions
  Unarmed Parry: The captain adds 2 to its AC against 
  one unarmed strike that would hit it. To do so, the 
  captain must see the attacker and hold nothing in either 
  hand.
  Captains do not usually deign to wrestle with their ship-
  mates. However, the captain may opt to enter the mud 
  pits with a worthy challenger in lieu of open combat. 
  Berserker (Wrestling)
  Medium humanoid (any race), any chaotic alignment
  Armor Class 11
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Special Traits
  Reckless: At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Attacks
  Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 4 bludgeoning damage.
  These wild folk consider even deadly wrestling matches 
  to be a more gentle and friendly past time.
  MUD WRESTLING 
                               Fifth Edition Fantasy
    5
  
  Commoner (Wrestling)
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Unarmed Strike: Melee Weapon Attack: +2 to hit, reach 
  5 ft., one target. Hit: 1 bludgeoning damage.
  Commoners may be bullied or blackmailed into 
  wrestling tournaments. Others may be foolish enough to
  think they can win.
  Veteran (Wrestling)
  Medium humanoid (any race), any alignment
  Armor Class 11
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack: The captain makes two unarmed strike 
  attacks.
  Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 4 bludgeoning damage.
  Veterans wrestle less readily than in their past, but 
  when they do they are formidable opponents.
   
  6
  
  Angel, Deva (Wrestling)
  Medium celestial, lawful good
  Armor Class 17 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
  Saving Throws Wis +9, Cha +9
  Skills Insight +9, Perception +9
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages all, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Special Qualities
  Angelic Weapons: The deva’s weapon attacks are 
  magical. When the deva hits with any weapon, the 
  weapon deals an extra 4d8 radiant damage (included in 
  the attack).
  Innate Spellcasting: The deva’s spellcasting ability is 
  Charisma (spell save DC 17). The deva can innately cast 
  the following spells, requiring only verbal components
  At will: detect evil and good
  1/day each: commune, raise dead
  Magic Resistance: The deva has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack: The deva makes two melee attacks.
  Unarmed Strike: Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target.  Hit: 5 bludgeoning damage plus 18 
  (4d8) radiant damage.
  Healing Touch (3/Day): The deva touches another 
  creature. The target magically regains 20 (4d8 + 2) hit 
  points and is freed from any curse, disease, poison, 
  blindness, or deafness.
  Change Shape: The deva magically polymorphs into a 
  humanoid or beast that has a challenge rating equal to 
  or less than its own, or back into its true form. It reverts 
  to its true form if it dies. Any equipment it is wearing or 
  carrying is absorbed or borne by the new form (the 
  deva’s choice). In a new form, the deva retains its game 
  statistics and ability to speak, but its AC, movement 
  modes, Strength, Dexterity, and special senses are 
  replaced by those of the new form, and it gains any 
  statistics and capabilities (except class features, 
  legendary actions, and lair actions) that the new form 
  has but that it lacks.
  Wrestling matches between great heroes and fiends, as 
  well as those that take place in celestial realms, may 
  attract the attention of lesser angels such as devas.
  Devil, Bearded
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0)
  Saving Throws Str +5, Con +4, Wis +2
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 3 (700 XP)
  Special Traits
  Devil’s Sight: Magical darkness doesn’t impede the 
  devil’s darkvision.
  Magic Resistance: The devil has advantage on saving 
  throws against spells and other magical effects.
  Steadfast: The devil can’t be frightened while it can see 
  an allied creature within 30 feet of it.
  Actions
  Multiattack: The devil makes two melee attacks.
  Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage, and the 
  target must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 1 minute. While poisoned in 
  this way, the target can’t regain hit points. The target can
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 4 bludgeoning damage. 
  Sometimes devils enter into martial arts tournaments in 
  order to distinguish themselves from their peers and 
  advance in rank. Devils overseeing hellfire pits may 
  “challenge” the ostentatious condemned in order to 
  break their will. When devils lose such matches, they 
  may offer the once-condemned a way back to the mortal 
  world (lest the secret of the devil’s loss get out).
  MUD WRESTLING 
                               Fifth Edition Fantasy
    7
  
  Genie, Efreeti (Wrestling)
  Large elemental, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)
  Saving Throws Int +7, Wis +6, Cha +7
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 11 (7,200 XP)
  Special Traits
  Elemental Demise: If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, leaving 
  behind only equipment the efreeti was wearing or 
  carrying.
  Innate Spellcasting: The efreeti’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components:
  At will: detect magic
  3/day: enlarge/reduce, tongues
  1/day each: conjure elemental (fire elemental 
  only), gaseous form, invisibility, major image, 
  plane shift, wall of fire
  Actions
  Multiattack: The efreeti makes two unarmed strikes or 
  uses its Hurl Flame twice.
  Unarmed Strike: Melee Weapon Attack: +10 to hit, 
  reach 5 ft., one target. Hit: 8 bludgeoning damage plus 7 
  (2d6) fire damage.
  Hurl Flame: Ranged Spell Attack: +7 to hit, range 120 
  ft., one target. Hit: 17 (5d6) fire damage.
  Wrestling matches within the elemental planes may 
  draw the attention of genies. Non-hostile efreet 
  challenge mortals to wrestling matches in order to 
  determine their valor and strength.
  Hill Giant (Wrestling) 
  Huge giant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)
  Skills Perception +2
  Senses passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Actions
  Multiattack: The giant makes two melee attacks.
  Unarmed Strike: Melee Weapon Attack: +8 to hit, reach 
  10 ft., one target. Hit: 7 bludgeoning damage.
  Giants may enter high-profile wrestling matches to win a
  prize. If defeated, they likely throw a tantrum.
  Special 
  Thanks
  Epic Patrons
  Henon Chesser
  Official Patrons
  Alex Wynn and Ulf!
  Thank you guys very much for helping get my campaign 
  started!
  About 
  the 
  Author
  Josh Gentry is a freelance author and writing tutor living
  in Athens, GA.  His EN5ider credentials articles such as A
  Paladin’s Dark Vows, The Art of Peace, Village of Dreams, 
  and Friends Close, Enemies Closer. Josh is a Returned 
  Peace Corps Volunteer who served as an English teacher 
  in the Philippines in 2013. His favorite class is warlock, 
  but let’s be real, he always GMs.
  If you like my work, follow me on Twitter and check out 
  my Patreon campaign! For hand-to-hand combat options
  for your character, check out my article Speaking with 
  Fists on EN World EN5ider! 
  Please feel free to check out my other free downloads:
  •
  Arcane Warrior Spells
  •
  Advanced Races: Vampire
  •
  Classic Classes: Magus
  8
  
  Art 
  Information
  •
  Wrestling by Gigo Gabashvili exists within the public domain in the 
  United States.
  •
  Mud Fest 2008 by Stinkie Pinkie used under CC BY 2.0. 
  •
  Man Wrestling Alligator by Galiaoffri used under CC BY-SA 3.0   Cropped.
  •
  The Wrestlers by George Luks exists within the public domain in the 
  United States.
  •
  La Lutte by Emile Friant exists within the public domain in the United 
  States.
  OPEN 
  GAME 
  LICENSE 
  Version 
  1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary 
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  Cordell, based on original material by E. Gary Gygax and Dave Arneson.
  Mud Wrestling v.1.0 © 2016, Kenneth Joshua Gentry
  END OF LICENSE
  MUD WRESTLING 
                               Fifth Edition Fantasy
    9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Misc/Mud Wrestling.pdf