A named threat of Goblin Coast, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
Layered on top of the module's own combat AI, which still picks targets and positioning. The fight below moves through real hit-point-gated phases; every save DC and attack bonus computes from the stat block above at runtime.
He calls a wave a full round before it lands, naming his target aloud.
Whether it lands hard or barely grazes depends on whether that foe stood their ground or moved clear - the wave checks where they actually are, not where they were.
A wreckmaster's fists need no warning at all.
CR 9 is set against Goblin Coast's own real ambient ceiling, not auto-computed from level alone - a genuine Giant 4 / Fighter 5 build at 9 total levels.
Hit points (95) follow this project's own average-hit-dice convention, and every save/attack bonus derives from the ability scores above at runtime - nothing here is hardcoded past the phase gates themselves.
Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Barknuckle is ever up in Goblin Coast at a time.