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Habitat: Any; Treasure: Armaments

Toughs might work in groups at the direction of a leader, or individual toughs might bully weaker folk into doing what they say.


Toughs

Bodyguards, belligerents, and laborers, toughs rely on their physical strength to intimidate foes. They might be brawny criminals, rowdy tavern goers, seasoned workers, or anyone who uses their muscle to get what they want.

There are two answers to every question: ours, and the wrong one.
—Harmonium rule

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.


Tough

Medium or Small Humanoid, Neutral
  • Armor Class 12
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
  • Initiative +1 (11)
STR
15 (2)
DEX
12 (1)
CON
14 (2)
INT
10 (0)
WIS
10 (0)
CHA
11 (0)
  • Saving Throws Str +2, Dex +1, Con +2, Int +0, Wis +0, Cha +0
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)
  • Habitat Any
  • Treasure Armaments
  • Gear Heavy Crossbow, Leather Armor, Mace
  • 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 Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) Bludgeoning damage.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10 + 1) Piercing damage.
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