Medium Aberration (Any Race), Any Non-Good Alignment
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 aberrant 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.

Amphibious. The aberrant thug can breathe air and water.

Warped Mind. The aberrant thugs make Wisdom saving throws at disadvantage

Actions

Multiattack. The aberrant thugs 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

Explorers warped physically and mentally by other worldly creatures taking on characteristics similar to the creatures that have wrought this change.

Monster Tags: NPC

Habitat: Underwater

SirsithUnbound

Comments

Posts Quoted:
Reply
Clear All Quotes