Tough
We're still working on the lore for this creature, but the stats are ready to go!
Tough Statblocks
Thug
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.
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.
Reactions
Exploit the Chaos. If a nearby enemy within 15 feet misses an attack against a friendly creature, the thug can use its reaction to dart forward up to 15 feet and make an attack against that creature.
Veteran Thug
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. If the attack misses, the target still takes 3 bludgeoning damage.
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
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 | 8 | -1 | -1 |
Cha | 12 | +1 | +3 |
Skills Intimidation +3
Senses Passive Perception 9
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Bloodied Rage. When the thug's current hit points are below 40, then it may make an extra attack as part of its Multiattack.
Actions
Multiattack. The thug makes two Maul attacks. It may replace one attack with a use of its Fling Filth.
Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12 + 4) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100ft., one target. Hit 20 (3d10 + 4) piercing damage.
Fling Filth. The thug flings filth at a creature within 10 feet. The target must make a DC 12 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 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
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.
Stunning Blow (Recharge 6). Immediately after the thug hits with a weapon attack, it may force the target to succeed on a DC 12 Constitution save or be Stunned until the end of the the thug's next turn.
Thug Boss
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 | 10 | +0 | +0 |
Cha | 12 | +1 | +1 |
Skills Intimidation +5
Senses Passive Perception 10
Languages Common
CR 2 (450 XP; PB +2)
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. If the attack misses, the target still takes 3 bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 14 (2d10 + 3) piercing damage.
Bonus Actions
Intimidate (1/day). The thug chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the thug's Intimidation. On a failure, the target is Frightened of the thug for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.
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.
Reactions
Exploit the Chaos. If a nearby enemy within 15 feet misses an attack against a friendly creature, the thug can use its reaction to dart forward up to 15 feet and make an attack against that creature.
Thug Overboss
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)
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. On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone
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
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 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
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 +8
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.
Intimidate (1/day). The thug chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the thug's Intimidation. On a failure, the target is Frightened of the thug for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.
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
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.
Recharge. The thug attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.
Replenish. The thug gains 5 temporary hitpoints. It can't take this action again until the start of its next turn.