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 (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.
Veteran Thug¶
Veteran Thug
Summoned with Foe FoundryMedium 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.
Elite Thug¶
Elite Thug
Summoned with Foe FoundryMedium 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.
Brawler¶
Brawler
Summoned with Foe FoundryMedium 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.
Veteran Brawler¶
Veteran Brawler
Summoned with Foe FoundryMedium 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.
Elite Brawler¶
Elite Brawler
Summoned with Foe FoundryMedium 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.
Thug Boss¶
Thug Boss
Summoned with Foe FoundryMedium 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.
Thug Overboss¶
Thug Overboss
Summoned with Foe FoundryMedium 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.
Thug Legend¶
Thug Legend
Summoned with Foe FoundryMedium 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.