Armor Class
11
(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)
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 thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Description
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
The mace is marked "one creature" whereas most other monsters say "one target", implying thugs aren't capable of destroying objects with their mace
Their beefy HP really annoys me. I always want to throw four of them at a low level party, but it's always an absolute slog. Mace seems a bit vicious too. Image a common street thug busting people to bits with battle ready maces. I think 5GP would be a proper investment for someone who relies on beating people for money, let alone a 50GP HEAVY CROSSBOW!? I think I'm gonna go and fix these boys.
Relux_the_Relux, FlutterRodButter and others make fair points, but whenever I run them, it's always a hit point slog, and the fact that their weapons and gear are so expensive is just incorrect when we are referring to poor brutes with no money.
What?! It has an offensive CR of 1. How is that weak for a CR 1/2?
The health is a little high, but I do like the crossbow. I would maybe put in a dagger or shortsword instead of a mace, though.
To be fair, a lot of combat at 1st level is more luck than anything. If the characters move first, they can often nuke an enemy or two before they ever get a turn, but the reverse can also be true. Same for attack rolls, where one miss could be the difference between eliminating an enemy or dying to the counterattack yourself. While I agree this is a bit much for a 1st level party, I think that has more to do with 1st level just being... really rough to balance and make interesting without the serious possibility of everything going horibly wrong.
I used these stats to put Alvida from one piece into my game. When they met her, my players decided to betray the guy they've been sailing with and the party wizard helped her kill him.
Pairing this with 1 Bandit captain and 3 Bandits. So the Encounter will be 1 BC 2 T and 3 B. Though i am lowering its health and slightly increasing its AC.
Could I change his HP