Tough

We're still working on the lore for this creature, but the stats are ready to go!

Tough

Tough Statblocks

Thug

Thug

Summoned with Foe Foundry

Medium Humanoid (Human, 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 9 -1 -1
Cha 10 +0 +0

Skills Intimidation +2

Senses Passive Perception 9

Languages Common

CR 1/2 (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: +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.

Bonus Actions

Overrun (1/day). Immediately after the thug hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Summon your own Thug

Veteran Thug

Veteran Thug

Summoned with Foe Foundry

Medium Humanoid (Human, Thug)

AC 12 (Leather Armor) Initiative +0 (10)

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 8 -1 -1
Cha 12 +1 +1

Skills Intimidation +3

Senses Passive Perception 9

Languages Common

CR 2 (450 XP; PB +2)

Traits

Brutal Critical. The thug scores a critical hit on an unmodified attack roll of 19-20. Additionally, a critical hit from the thug deals an additional 7 (2d6) bludgeoning damage (do not apply crit modifier to this damage), and the creature dies if this attack reduces its hit points to 0.

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.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 12 (2d8 + 3) piercing damage.

Bonus Actions

Overrun (1/day). Immediately after the thug hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Reactions

Relentless Endurance. When the thug is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.

Summon your own Veteran Thug

Elite Thug

Elite Thug

Summoned with Foe Foundry

Medium Humanoid (Human, Thug)

AC 13 (Leather Armor +1) Initiative +0 (10)

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 10 +0 +0
Cha 12 +1 +3

Skills Intimidation +5

Senses Passive Perception 10

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.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100ft., one target. Hit 20 (3d10 + 4) piercing damage.

Bonus Actions

Intimidate (Recharge 5-6). 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.

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.

Summon your own Elite Thug

Brawler

Brawler

Summoned with Foe Foundry

Medium Humanoid (Human, 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)

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 Slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Bonus Actions

Potion of Healing (1/day). The thug consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints.

Summon your own Brawler

Veteran Brawler

Veteran Brawler

Summoned with Foe Foundry

Medium Humanoid (Human, Thug)

AC 12 (Leather Armor) Initiative +0 (10)

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

Bloodied Rage. When the thug's current hit points are below 20, then it may make an extra attack as part of its Multiattack.

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 Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) bludgeoning damage. On a hit, the target is Grappled (escape DC 11).

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.

Summon your own Veteran Brawler

Elite Brawler

Elite Brawler

Summoned with Foe Foundry

Medium Humanoid (Human, Thug)

AC 13 (Leather Armor +1) Initiative +0 (10)

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

Brutal Critical. The thug scores a critical hit on an unmodified attack roll of 19-20. Additionally, a critical hit from the thug deals an additional 14 (4d6) bludgeoning damage (do not apply crit modifier to this damage), and the creature dies if this attack reduces its hit points to 0.

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 Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) bludgeoning 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

Relentless Endurance. When the thug is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.

Summon your own Elite Brawler

Thug Boss

Thug Boss

Summoned with Foe Foundry

Medium Humanoid (Human, Thug)

AC 17 (Splint Armor) Initiative +0 (10)

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

Mob Boss. The thug has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.

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.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 12 (2d8 + 3) piercing damage.

Bonus Actions

Cleaving Blows (Recharge 4-6). Immediately after the the thug hits with a weapon attack, it may make the same attack against another target within its reach.

Summon your own Thug Boss

Thug Overboss

Thug Overboss

Summoned with Foe Foundry

Medium Humanoid (Human, Thug)

AC 18 (Splint Armor +1) Initiative +0 (10)

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 10 +0 +0
Cha 12 +1 +3

Skills Intimidation +3

Senses Passive Perception 10

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. On a hit, the target is pushed up to 10 feet horizontally.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100ft., one target. Hit 20 (3d10 + 4) piercing damage.

Bonus Actions

Disarming Attack (Recharge 5-6). Immediately after hitting with an attack, the thug forces the target to make a DC 12 Strength saving throw. On a failure, the target must drop one item of the thug's choice that it is holding. The item lands at the target's feet.

Summon your own Thug Overboss

Thug Legend

Thug Legend

Summoned with Foe Foundry

Medium Humanoid (Human, 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 11 +0 +3
Cha 14 +2 +5

Skills Intimidation +5

Senses Passive Perception 10

Languages Common

CR 8 (3,900 XP; PB +3)

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.

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. The attack deals an additional 5 (2d4) bludgeoning damage if the target is at or below half-health.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100ft., one target. Hit 21 (3d10 + 5) piercing damage.

Toss. The thug attempts to toss a medium or smaller creature within 5 feet. The creature must make a DC 16 Strength saving throw. On a failure, it takes 24 (7d6) bludgeoning damage and is thrown up to 25 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 16 Dexterity saving throw. On a failure, the other creature takes half the damage.

Bonus Actions

Smoke Bomb (1/day). The thug throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.

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.

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.

Summon your own Thug Legend