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 | 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 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
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.
Veteran Thug¶
Veteran Thug
Summoned with Foe FoundryMedium Humanoid (Human, 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 | 8 | -1 | -1 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Passive Perception 9
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 12 (2d8 + 3) 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 13 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.
Elite Thug¶
Elite Thug
Summoned with Foe FoundryMedium Humanoid (Human, 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
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 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
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.
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 | 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 Slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning 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 Brawler¶
Veteran Brawler
Summoned with Foe FoundryMedium Humanoid (Human, 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 | 7 | -2 | -2 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Passive Perception 8
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.
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.
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 Brawler¶
Elite Brawler
Summoned with Foe FoundryMedium Humanoid (Human, 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
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. On a hit, the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14).
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 +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 | 7 | -2 | -2 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Passive Perception 8
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.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100ft., one target. Hit 12 (2d8 + 3) piercing damage.
Wild Cleave (Recharge 5-6). The thug makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.
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.
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 Overboss¶
Thug Overboss
Summoned with Foe FoundryMedium Humanoid (Human, 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 | 8 | -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. 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
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.
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 | 12 | +1 | +4 |
Cha | 14 | +2 | +5 |
Skills Intimidation +5
Senses Passive Perception 11
Languages Common
CR 8 (3,900 XP; PB +3)
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.
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. It may replace one attack with a use of its Stay in Formation.
Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100ft., one target. Hit 21 (3d10 + 5) piercing damage.
Stay in Formation (Recharge 5-6). The thug issues a command to all allied creatures within 30 feet. Creatures who can see or hear the thug can use their reaction to move up to half their speed without provoking opportunity attacks.
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
Spellbreaker. If a hostile creature begins casting a spell within reach of the thug then it may make a melee attack against the caster. If the attack hits, the caster must make a Concentration check against the damage of the attack. On a failure, the spell casting fails.
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.
Stay in Formation. The thug uses or attempts to recharge its Stay in Formation ability. It can't take this action again until the start of its next turn.