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.
So this is the new ord... I assume you can use this stat block to any non-categorized armed and trained humanoid
I guess 'Strongs' didn't sound good enough.
They are way to smart to be an ork. I recommend going with the https://www.dndbeyond.com/monsters/4904621-berserker. If players die it's at least from a proper monster.
I like this. Generic stat blocks are a huge help especially with the integrated stuff.
Are we supposed to add features from races in PHB'24 in these statblocks? Like Relentless Endurance and Darkvision?
Orcs are not Toughs. Orcs have a weak defense due to their low AC of 13 and relatively low hit points of 15. They make up for this with a good offense of being able to dash as a bonus action and attacking with a greataxe at +5 to hit and an average of 9 damage. In contrast, Toughs are tough. They have a lower AC at 12 but more than double the hit points at 32. They don’t hit as hard or reliably with a +4 to hit at an average damage of 5. Rolling orcs into the other humanoid stat blocks changes the way orcs feel in combat. Orcs were scary but even low level PCs could bring down 2-3 of them a round.
Orcs don’t need to be brought back into the game as standard monsters to fix this. Instead, why not add a new humanoid stat block as part of an errata (call it “Fierce” or something) that (like Orcs) has more damage output but is easier to kill.
I quickly whipped together a stat block if you want to see what I have in mind:
https://www.dndbeyond.com/monsters/5203646-fierce
In My Opinion:
They should just have kept these as thugs...possibly rename it Thug/Bully or both if a change was needed to not step on the toes of Bandit NPCs; making bully the lesser of the two. Call an NPC a Tough...is weird and unfitting. I am disappointed at this one. I concur with the ORC statement above. Other creatures not making it in the list like Deep Gnomes, Drow, and Duergar was also weird to me. but goblinoids made it?
The rest of the book is amazing and the other changes to NPC/monsters to mainstreamed them are great work. However, it still fell short on some parts... Having artwork for everything (or at least 95% of the monsters) is a HUGE winner for me as a GM and makes up for it's short comings! Great work there!
New stat blocks and the addition to lair info and loot info is also a HUGE PLUS.
Hope a new supplement/compendium (volume 5 perhaps :P) gets added to throw in the stuff that didn't make it in this book in the near future. This book was delayed as it was (due in DEC 2024) and needed to come out already.
Ok, I think I get what they're doing here. Orcs are now a playable race, and as such there is not a need for a separate stat block for the various types of orcs.
I have to disagree though. Orcs are such an iconic enemy at lower levels, and in fantasy lore in general, so this just feels so wrong.
I suppose I'll have to create a bunch of homebrew monsters to make up for this.
It may just be me being a conservative traditionalist, but I, for one, am honestly disappointed.
I'm not entirely certain why they decided to change the name from thug, maybe because that might give people the idea that they can't be bodyguards or just stacked laborers. But then why not name them street tough? When has someone ever been refered to as a tough? Street tough is a name, tough is an adjective.
I suspect it’s because the British empire derived the word “thug” from the name of a group of Indian people who attempted to resist foreign colonial rule, so removing it from the creature name is a decent way to do the good work of stifling historic British imperialism
If that is the true reason it was changed, I honest to god want to know who in WOTC even knew that was the case. I have never heard of that in my life, though admittedly it sounds pretty accurate. More likely is that it likely came from the hindi word Thag, which literally means thief, so maybe we should also stop using the word thief while we are at it?
You're correct, you can do that. It's encouraged, in fact.
I wouldn't say you have to make new blocks. Realistically, you could just add 1 or 2 species abilities into any basic Humanoid statblock (like this one).
Guys, it's not an orc. It's the thug statblock but renamed for some reason.
Random thing I found: a Heavy Crossbow has the Heavy property, which requires a Dexterity score of at least 13 or the wielder has Disadvantage on attack rolls. The Tough has 12 DEX.
To everyone complaining about the name
"Tough" being used as a noun isn't uncommon, I.E. "Street Toughs".
It's synonymous with thug and if you haven't heard of it before, oh well, it's not a big deal.
Also "a Heavy Crossbow has the Heavy property, which requires a Dexterity score of at least 13 or the wielder has Disadvantage on attack rolls. The Tough has 12 DEX." Yeah, looks like an oversight. It seems like they messed up by making it that heavy ranged weapons require DEX 13, instead of STR or DEX 13.
Im playing DoIP and decided not to replace Orcs with Thoughs.
After yesterday's session, I think that was the right call. In this adventure, players fight 10-20 at a time, and having the orcs replaced with stats with more than double the HPs would have been really difficult to manage.
I like the removal of Orcs as monsters. I think it's a fine change, but I don't think Thoughs are a fair replacement.
what the heck is a tough