AC
12
Initiative
+1 (11)
HP
32
(5d8 + 10)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 11 | +0 | +0 |
Gear
Heavy Crossbow, Leather Armor, Mace
Senses
Passive Perception 10
Languages
Common
CR
1/2 (XP 100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.
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Posted Mar 12, 2026I don't mind replacing orcs with a generic humanoid enemy of some sort, but this is not it.
Orcs had low health but hit hard, while moving into melee extremely fast. Meanwhile toughs are high HP but low damage tanks, which actually do better at range than in melee combat.
They should have come up with an alternate generic humanoid enemy which matched the much more aggressive glass cannon combat style of orcs.
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Posted May 23, 2026I love how these guys got 30+ average hp at CR1/2. Really are tough.