Skip to main content

Thug

Challenge
Tags
Terrain
str
16
dex
12
con
14
int
10
wis
10
cha
10

AC 14 (leather)

HP 32 (5d8 + 10; bloodied 16)

Speed 30 ft.


Proficiency +2; Maneuver DC 13

Skills Intimidation +2

Senses passive Perception 10

Languages any one


ACTIONS

Multiattack. The thug attacks twice with their brass knuckles.

Brass Knuckles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If this damage reduces the target to 0 hit points, it is unconscious and stable.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 feet, one target. Hit: 7 (1d10 + 2) piercing damage.

Description

Thugs are tough street brawlers, as deadly with their fists as with weapons. Thieves’ guilds and villainous nobles employ thugs to collect money and exert power. Merchants and nobles hire thugs to guard warehouses and shops.

Encounters

CR 0–2 1 or 2 thugs ; thug with 1d4 bandits ; thug with cutthroat

Treasure 70 gp, 400 sp, gold ring (25 gp)

CR 3–4 3 or 4 thugs ; 2 thugs with 1d4 + 4 bandits ; 2 thugs with apprentice mage , cult fanatic , or cutthroat; pugilist ; hill dwarf wrestler

Treasure 200 gp, 50 ep, 300 sp, glass eye (25 gp), threatening letter, vicious brass knuckles

CR 5–10 crime boss with 4 thugs or 4 cutthroats; crime boss with bandit captain , pugilist , or veteran ; 2 pugilists ; pugilist with 1d6 bandits , guards , or thugs ; 2 hill dwarf wrestlers with 1d20 commoners  

Treasure 800 gp, 5 rings (75 gp each), incriminating letters, gauntlets of ogre power

CR 11–16 crime boss with 3 thugs and assassin , blackguard , gladiator, or mage

Treasure 500 pp, incriminating account book, letter to the crime boss about the characters, crystal ball

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.