Thugs
Brutal Enforcers and Hired Muscle
Thugs (sometimes referred as Toughs) are the rough-edged underbelly of the adventuring world – ruthless enforcers who rely on intimidation and violence to achieve their ends. They work for coin or coercion with few scruples, serving as hired muscle for crime lords, corrupt officials, or anyone with gold to spare. Unlike honorable knights or zealous fanatics, thugs have no grand cause. Power and survival are their only creed. They thrive in back alleys, dockside taverns, and lawless frontiers. W
Many thugs are born of desperation. War veterans with no battles left to fight, disenfranchised laborers, or former guards turned cynical. Some even see themselves as owed what they take: the world cheated them, so they’ll take what they're due at mace-point. In other cases, bullying comes naturally. These brutes relish the fear they instill and the jingle of coins pried from trembling hands. They band together into gangs or crews, where a Thug Boss can rule by fear. In gang territory, these thugs become a law unto themselves, extorting locals and fending off rival crews. Each gang might sport its own crude insignia or moniker, from the Black Axe Ruffians to the Night Alley Clubs, staking claims on turf as any lord would a fiefdom.
Thug Lore
- Thugs are brutal enforces with few scruples who enforce their will through strength and fear.
- Most thugs operate in the shadows of society as gang members, bandits, or corrupt guards.
- They usually fight purely for personal gain, with little loyalty or dedication to a cause.
- Thugs recognize strength and power as the only law. They defer to whoever is the strongest.
Thug Tactics
Thugs are straightforward street brawlers. They lack discipline but make up for it with numbers and aggression:
- Thugs gang up on their targets with abilities like Pack Tactics and Exploit the Chaos
- They utilize their brutish strength to physically overpower opponents with abilities like Overrun and Stunning Blow
- Thugs like to pick on the weak and helpless if the opportunity presents itself
- Thug bosses lead through fear and intimidation, with abilities like Intimidate and Mob Boss
Thug Statblocks
From lowly street enforcers to legendary brawlers, the Thug archetype scales to fit a variety of challenges. These statblocks represent scoundrels at different power levels, suitable for anything from a first-level bar brawl to a gang boss at the heart of a criminal syndicate. Thugs are ideal adversaries in urban adventures, thieves’ guild quests, or as muscle-for-hire serving a bigger villain. Most thug NPCs fall in the lower tiers of play (around CR 1/2 to 4), but a truly fearsome gang leader can reach higher CRs, becoming a serious threat even to seasoned heroes.
Thug
A Thug is a rank-and-file street enforcer – the kind of low-level tough found guarding a gang’s hideout or shaking down peasants for coin. Individually they're brash but not fearless; a thug often relies on strength in numbers. Armed with a heavy club or mace and a crossbow for threats at range, thugs swagger about as petty bullies. They will menace, mug, or rough up anyone weaker, but tend to back off when faced with determined resistance. In battle, a thug makes simple, brutal swings and tries to gang up with allies to pummel foes into submission.
Thug
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 11 (Leather Armor) Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 11 | +0 | +0 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Intimidation +2
Senses Passive Perception 10
Languages Common
CR 1/2 (100 XP; PB +2)
Actions
Multiattack. The thug makes two Maul attacks. It may replace one attack with a use of its Fling Filth.
Maul. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100ft., one target. Hit 7 (1d10 + 2) piercing damage.
Fling Filth. The thug flings filth at a creature within 10 feet. The target must make a DC 10 Dexterity saving throw or be Blinded until the end of its next turn.
Veteran Thug
The Veteran Thug is a seasoned bruiser who has survived numerous skirmishes and dirty fights. Often serving as a gang lieutenant or a particularly tough mercenary, a veteran thug carries scars as proof of a life of violence. They hit harder than the average street tough, swinging a weapon with bone-crushing force. A veteran thug knows how to throw weight around. With a mighty maul swing, they can rattle two foes at once, and their charging strikes can send enemies sprawling. On the battlefield, veteran thugs are ferocious front-liners.
Veteran Thug
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 12 (Leather Armor) Initiative +1 (11)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +5 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Passive Perception 10
Languages Common
CR 2 (450 XP; PB +2)
Traits
Pack Tactics. The thug has advantage on attack rolls against a target if at least one of the thug's allies is within 5 feet and isn't incapacitated.
Actions
Multiattack. The thug makes two Maul attacks.
Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) bludgeoning damage. On a hit, the target must make a DC 13 Strength saving throw or be knocked Prone
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 14 (2d10 + 3) piercing damage.
Bonus Actions
Stunning Blow (Recharge 6). Immediately after the thug hits with a weapon attack, it may force the target to succeed on a DC 13 Constitution save or be Stunned until the end of the the thug's next turn.
Elite Thug
An Elite Thug is a brute among brutes, a feared enforcer whose name is whispered in alleys. These thugs have endured countless battles, emerging stronger and meaner each time. Clad in sturdier armor and often juiced on adrenaline or illicit brews, an elite thug fights with relentless aggression. Wounds only seem to enrage them, triggering a blood-mad fury that makes their swings even more deadly. Fighting dirty is second nature to them, and their strikes land with such force that even a miss can stagger a target. Only the most foolhardy or well-paid underlings will stand alongside an elite thug. Everyone else wisely gives these raging bullies a wide berth.
Elite Thug
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 13 (Leather Armor +1) Initiative +1 (11)
HP 84 (13d8 + 26)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +6 |
Dex | 13 | +1 | +1 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 9 | -1 | -1 |
Cha | 12 | +1 | +3 |
Skills Intimidation +3
Senses Passive Perception 9
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Pack Tactics. The thug has advantage on attack rolls against a target if at least one of the thug's allies is within 5 feet and isn't incapacitated.
Actions
Multiattack. The thug makes two Maul attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12 + 4) bludgeoning damage. The attack deals an additional 2 (1d4) bludgeoning damage if the target is at or below half-health.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100ft., one target. Hit 20 (3d10 + 4) piercing damage.
Bonus Actions
Charge (1/day). The thug uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 14 Strength saving throw or be knocked Prone.
Reactions
Just A Scratch (1/day). When the thug is reduced to 40 hit points, it roars in defiance and gains 20 temporary hitpoints. While those temporary hitpoints are active, the thug has advantage on all attack rolls and saving throws.
Brawler
A Brawler is a thug who prefers fists, head-butts, and grapples over blades. Often encountered as tavern bruisers, pit fighters, or gang enforcers in fighting pits, brawlers thrive on close-quarters combat. They might have knuckle dusters or makeshift cestuses, but their real weapons are calloused hands and brute strength. A brawler will slam into foes and grapple them, turning a fight into a wrestling match on their terms. Once they get a hold, they'll rain down punches or pin an opponent to the ground, choking the fight out of them.
Brawler
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 11 (Leather Armor) Initiative +0 (10)
HP 32 (5d8 + 10)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 11 | +0 | +0 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 11 | +0 | +0 |
Skills Intimidation +2
Senses Passive Perception 10
Languages Common
CR 1 (200 XP; PB +2)
Actions
Multiattack. The thug makes two Slam attacks. It may replace one attack with a use of its Fling Filth.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage. On a hit, the target is Grappled (escape DC 10).
Fling Filth. The thug flings filth at a creature within 10 feet. The target must make a DC 10 Dexterity saving throw or be Blinded until the end of its next turn.
Bonus Actions
Pin. The thug pins a creature it is grappling. The creature is Restrained while grappled in this way and suffers 2 (1d4) ongoing bludgeoning damage at the end of each of its turns.
Reactions
Just A Scratch (1/day). When the thug is reduced to 15 hit points, it roars in defiance and gains 10 temporary hitpoints. While those temporary hitpoints are active, the thug has advantage on all attack rolls and saving throws.
Thug Boss
A Thug Boss is a mid-level gang leader - the kind of thug who’s muscled their way to the top of a small crew. They combine brute force with a knack for leadership (of the brutal sort). In a fight, a thug boss barks orders and fights shoulder-to-shoulder with their underlings, using mob tactics to overwhelm enemies. Their presence spurs lesser thugs to be bolder, and the boss capitalizes on this with coordinated attacks.
Thug Boss
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 17 (Splint Armor) Initiative +1 (11)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +5 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 9 | -1 | -1 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Passive Perception 9
Languages Common
CR 2 (450 XP; PB +2)
Traits
Fanatic Followers. Whenever the thug would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the thug. The ally is hit by the attack instead. If the ally is killed by this attack, then the thug gains 5 temporary hp.
Actions
Multiattack. The thug makes two Maul attacks. It may replace one attack with a use of its Fling Filth.
Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) bludgeoning damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 3 bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 14 (2d10 + 3) piercing damage.
Fling Filth. The thug flings filth at a creature within 10 feet. The target must make a DC 11 Dexterity saving throw or be Blinded until the end of its next turn.
Bonus Actions
Charge (1/day). The thug uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 13 Strength saving throw or be knocked Prone.
Thug Overboss
The Thug Overboss is an upper-tier crime lord or the right hand of one. This overboss has clawed their way through the ranks and now commands multiple gangs or a large crew of thugs. Cunning and brutal in equal measure, an overboss maintains power through fear and calculated displays of violence. Underestimating a thug overboss is a fatal mistake; they didn’t reach the top by being just another brute. Taking one down often means facing their entire network, as loyal (or terrified) underlings flock to defend their reign.
Thug Overboss
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 18 (Splint Armor +1) Initiative +1 (11)
HP 84 (13d8 + 26)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +6 |
Dex | 13 | +1 | +1 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 9 | -1 | -1 |
Cha | 12 | +1 | +3 |
Skills Intimidation +3
Senses Passive Perception 9
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Fanatic Followers. Whenever the thug would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the thug. The ally is hit by the attack instead. If the ally is killed by this attack, then the thug gains 10 temporary hp.
Actions
Multiattack. The thug makes two Maul attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12 + 4) bludgeoning damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100ft., one target. Hit 20 (3d10 + 4) piercing damage.
Bonus Actions
Cheap Shot. The thug attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 14 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Charge (1/day). The thug uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 14 Strength saving throw or be knocked Prone.
Reactions
Just A Scratch (1/day). When the thug is reduced to 40 hit points, it roars in defiance and gains 20 temporary hitpoints. While those temporary hitpoints are active, the thug has advantage on all attack rolls and saving throws.
Thug Legend
A Thug Legend is a nearly mythical figure of the underworld. A legendary crime boss or warlord who embodies the pinnacle of thuggish brutality and cunning. They might have started in the gutters, but through unmatched strength, ruthlessness, and survival instinct, they now sit at the apex of a violent empire. A thug legend typically has hundreds of followers at their beck and call. In combat, they are almost unstoppable: they shrug off wounds that would fell lesser men (bellowing in defiance as they gain a second wind), and their very presence can turn the tide. Confronting a thug legend is the climax of a long struggle against the criminal underworld.
Thug Legend
Summoned with Foe FoundryMedium Humanoid (Thug)
AC 19 (Splint Armor +2) Initiative +8 (18)
HP 178 (21d8 + 84)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 20 | +5 | +8 |
Dex | 15 | +2 | +2 |
Con | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 12 | +1 | +4 |
Cha | 14 | +2 | +5 |
Skills Intimidation +5
Senses Passive Perception 11
Languages Common
CR 8 (3,900 XP; PB +3)
Traits
Legendary Prowess (3/day). The thug can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The thug makes two Maul attacks.
Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) bludgeoning damage. If the attack misses, the target still takes 5 bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100ft., one target. Hit 21 (3d10 + 5) piercing damage.
Bonus Actions
Cheap Shot. The thug attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 16 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Action Surge (1/day). The thug takes another action this round. If it has any recharge abilities, it may roll to refresh these abilities.
Stunning Blow (Recharge 6). Immediately after the thug hits with a weapon attack, it may force the target to succeed on a DC 16 Constitution save or be Stunned until the end of the the thug's next turn.
Reactions
Kick the Lickspittle. If the thug fails a d20 test, they can use a reaction to blame a nearby ally within 5 feet. The ally must be a smaller size or lower CR than the thug. The ally takes 5 (2d4) bludgeoning damage and the the thug adds this total to the attack or saving throw, potentially turning a failure or miss into a success.
Just A Scratch (1/day). When the thug is reduced to 90 hit points, it roars in defiance and gains 45 temporary hitpoints. While those temporary hitpoints are active, the thug has advantage on all attack rolls and saving throws.
Legendary Actions (3)
Charge. The thug moves up to half its speed and makes an Maul attack.
Replenish. The thug gains 5 temporary hitpoints. It can't take this action again until the start of its next turn.
Stunning Blow. The thug attempts to recharge its Stunning Blow ability. It can't take this action again until the start of its next turn.
Thug Encounter Ideas
These 5E thug-themed encounter ideas are gritty and grounded, ideal for urban adventures or anywhere banditry and hired muscle might trouble the party. Use them to introduce gangs, turf wars, and the palpable threat of organized crime.
- While visiting a dockside tavern in a rough district, the party finds a group of hopelessly intoxicated Thugs bullying the innkeeper for free liquor.
- As the PCs enter a neighborhood, they're confronted by several Veteran Thugs wearing crude matching insignias. They demand an exorbitant toll on behalf of Lord Skullcrush, a notorious Thug Overboss in control of this district
- The party stumbles into a turf war about to explode between two rival Brawler gangs, who try to recruit the PCs to their side
- An Elite Thug challenges the strongest-looking party member to an arm-wrestling contest. The loser has to buy the winner's drinks for the entire night.
Thug Adventure Ideas
Dive into longer plot hooks and dark adventures involving toughs and their criminal exploits. These ideas can span multiple sessions, entangling the PCs with thieves’ guilds, gang politics, and the criminal underworld at large:
- Years ago, the PCs humiliated a low-level gang of thugs in their early adventures. Now, that foe has returned as a Thug Overboss of a new crew and has sent the PCs an "invitation they can't refuse"
- A local noble's rebellious son has gone missing, and the PCs have been hired to track down the rebellious youth by his parents, who believe he has been kidnapped. It turns out that the youth has joined up with a group of Brawlers and enjoys getting into some harrowing scraps with his new crew.
- A network of street gangs has splintered into civil war after their Thug Overboss died under suspicious circumstances. The party has been hired by the Captain of the Guard to put an end to the chaos.
- A new gang of Thugs is growing rapidly, led by a charismatic new leader (Cult Grand Master) who urges the rabble on to acts of political violence against the city's elite. Someone important to the PCs has gotten wrapped up in the movement, and the PCs must extract them from the cult's grip