Armor Class
13
(leather armor)
Hit Points
32
(5d8 + 10)
Speed
30 ft.
STR
15
(+2)
DEX
11
(+0)
CON
14
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
Saving Throws
STR +4, DEX +2
Skills
Intimidation +2
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The Clawfoot makes two melee attacks.
Sickle Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Boomerang. Ranged Weapon Attack: +2 to hit, range 60/120 ft., one target. Hit: 5 (1d10) piercing damage.
Description
The Clawfoots are the Boromars special security force, hailing from the Talenta Plains they specialize in guerilla tactics and are skilled warriors hardened by the dinosaur infested plains.
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