Tough

CR 1/2 Humanoid

Monster

Medium or Small Humanoid, Neutral

AC
12 (natural armor)
Initiative
+1 (11)
HP
32 (5d8 + 10)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 15 +2 +2 DEX 12 +1 +1 CON 14 +2 +2
INT 10 +0 +0 WIS 10 +0 +0 CHA 11 +0 +0
Gear
Heavy Crossbow, Leather Armor, Mace
Senses
Passive Perception 10
Languages
Common
CR
1/2 (XP 100; PB +2)

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.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.