Medium Humanoid (Any Race), Neutral
Armor Class 11 (leather armor)
Hit Points 25 (3d4 + 10)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
9 (-1)
WIS
9 (-1)
CHA
12 (+1)
Saving Throws STR +5
Skills Athletics +2, Intimidation +2
Damage Immunities Bludgeoning
Senses Passive Perception 10
Languages Dwarvish Common and Dwarvish
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.

Tail Tucking. When an Ustelgrin Guard drop below 5 Hit Points they can move 5 additional feet above their speed if they take Disengage as their Action.

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

Ustelgrin Gaurds are criminals, brutes, and Thugs that were given the authority of a guard in Tor's mass draft of any individual that can wield a weapon and help amass his forces. The only thing they care for in regards to their position as a guard is the title itself, often flaunting it to extort civilians. These thugs value self preservation over all else and are quicker to flee than enforce the laws to assist commoners.

Monster Tags: NPC

Habitat: Urban

BigCityDnD

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