Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 38 (8d8 + 10)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws DEX +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.

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.

Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action. The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Expertise. Choose two of the sidekick’s skill proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

 

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.

Bonus Actions

 Help Dash Disengage Hide

Description

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

Monster Tags: NPC

Habitat: Urban

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