12 (leather armor)
67 (9d12+9)
walk 30 ft.
piercing, slashing
bludgeoning
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
3
As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.
The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.
The bar brawl makes two melee attacks or two darts attacks.
Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.
Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.
Ranged Weapon Attack: +3 to hit, range 20/40 ft. 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.