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.
Brute. A melee weapon deals one extra die of its damage when the Thug hits with it (included in the attack).
Multiattack. The Thug makes two melee attacks.
Steel Bat. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 +3) bludgeoning damage or 14 (2d10 +3) bludgeoning damage if wielded with two hands.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 +3) bludgeoning damage.
Machine Pistol. Ranged Weapon Attack, Misfire (2), Ammo (20): +3 to hit, range 50/150 ft., one target. Hit: 8 (2d6+1) ballistic damage. Instead of attacking with this weapon, the wielder may fire a Burst Fire. Each creature in a 10ft cute within 150ft of the wielder must make a DC 11 Dexterity Saving throw or take the weapons damage. This action uses ten pieces of ammunition. Targets within long range of this weapon (50-150ft) have advantage on the saving throw.
Sawed-Off Shotgun. Ranged Weapon Attack, Misfire (2), Ammo (2): +3 to hit, range 20/60 ft., one target. Hit: 10 (2d8+1) ballistic damage. Instead of attacking with this weapon, the wielder may fire a Doubling Attack. Each creature in a 15ft cone in front of the wielder must make a DC 11 Dexterity Saving throw or take the weapons damage. This action uses all the ammunition. Targets within 5ft of this weapon have disadvantage on the saving throw.
Agressive. As a bonus action, the Thug can move up to its speed toward a hostile creature it can see.
Description
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
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