Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 14 (leather armor)
Hit Points 27 (6d8)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws DEX +4
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Heavy-Handed. Attack Modifier: Once per turn, when using a melee attack, the Thug can force a target to make a DC 12 Strength saving throw after the attack lands, rendering the target Prone on a failed save. Applies a -1 to the Thug's melee attack rolls on their next turn after use, regardless of whether the target did or did not succeed on their save.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Description

Bandits of all kinds tend to rove in gangs, and Thugs are the type to whack a target first, make off with their gold, and only ever ask two questions: "How should we split the cash," and "Who's our next target". Often hired as intimidation, spare hands, or cannon fodder by more strategically-minded leaders, most of a Thug's threat comes from the fact that they've almost always got at least two buddies watching their back, if not more. Split them up, stay on your feet, and show no fear, and you'll have these simple opponents running for the hills in no time.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

TeratomaTourist

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