AC
14
(Leather Armor)
Initiative
+1 (11)
HP
25
(4d8 + 9)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +3 |
| CHA | 11 | +0 | +0 |
Skills
Animal Handling +5
Gear
Leather Armor, Whip
Senses
Passive Perception 10
Languages
Common
CR
1/2 (XP 100; PB +2)
Traits
Pack Tactics. The thug has Advantage on an attack roll against a creature if at least one of the thug's pets are within 5 feet of the creature and the pet doesn’t have the Incapacitated condition.
Actions
Whip. Melee Attack Roll: +4, reach 10 ft. Hit: 4 (1d4 + 2) Slashing damage.
Bonus Actions
Whistle. The thug whistles a command to a willing pet that can hear it. Choose one of the following effects:
- The pet spends its movement speed to move towards the thug without provoking opportunity attacks.
- The pet grapples the closest enemy to it. If the pet is unable to take the grapple action, it attacks instead.
- The pet makes a loud noise. Wisdom Saving Throw: DC 10. Failure: The enemy becomes frightened of the pet for 1 minute. This saving throw is repeated at the beginning of the enemy creature's turn until they are no longer frightened.
Reactions
Friends 'til the End. When the thug and its pet are within 5 ft. of each other, the thug can spend its reaction to take the damage of an attack that would hit their pet. Alternatively, the pet can take the damage of an attack that would hit the thug.
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