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Medium humanoid · CR 1/2

Thug

Armor Class11
Hit Points32 (5d8+10)
Speed30 ft.
ChallengeCR 1/2 (100 XP)
STR
15
(+2)
DEX
11
(+0)
CON
14
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
SkillsIntimidation +2
Sensespassive Perception 10
Languagesany one language (usually Common)
Special Abilities
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 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Running Thug in an encounter

As a CR 1/2 threat worth 100 XP, Thug is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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