Sources
CR
Type
Size
Alignment
Movement

Daask Bruiser

Medium Humanoid (gnoll), Neutral Evil

Armor Class 17
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
20
+5
DEX
13
+1
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
14
+2
Saving Throws STR +9, CON +7, WIS +5
Skills Athletics +9, Intimidation +6, Perception +5
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Gnoll
Challenge 9 (5,000 XP)

Traits

Blood Frenzy. The bruiser has Advantage on attack rolls against any creature that doesn't have all its Hit Points.

Actions

Multiattack. The bruiser makes three Pummel attacks and uses Glare.

Pummel. Melee Attack Roll: +9, reach 5 ft. Hit:12 (2d6 + 5) Bludgeoning damage.

Glare. Wisdom Saving Throw: DC 14, one creature the bruiser can see within 30 feet. Failure: The target has the Frightened condition until the start of the bruiser's next turn.

Reactions

Smackback. Trigger: The bruiser takes damage from a creature within 5 feet. Response: The bruiser makes one Pummel attack, targeting the triggering creature.

Lore

Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.