Toughs
Tough
Tough
Medium humanoid Neutral
Armor Class 12; Initiative +1
Hit Points 32 (5d8 + 10)
Speed walk 30 ft.
Strength 15 (+2); Dexterity 12 (+1); Constitution 14 (+2); Intelligence 10 (+0); Wisdom 10 (+0); Charisma 11 (+0)
Languages common
Challenge 0.5; Proficiency Bonus +2
Toughs
Tough
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft.. Hit: 6 (1d10 + 1) piercing damage.
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.
Tough Boss
Tough Boss
Medium humanoid Neutral
Armor Class 16; Initiative +2
Hit Points 82 (11d8 + 33)
Speed walk 30 ft.
Strength 17 (+3); Dexterity 14 (+2); Constitution 16 (+3); Intelligence 11 (+0); Wisdom 10 (+0); Charisma 11 (+0)
Saving Throws Strength +5, Constitution +5, Charisma +2
Languages Common plus one other language
Challenge 4; Proficiency Bonus +2
Toughs
Tough Boss
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, the tough boss pushes the target up to 10 feet straight away from itself.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft.. Hit: 13 (2d10 + 2) piercing damage.
Pack Tactics. The tough boss has Advantage on an attack roll against a creature if at least one of the tough boss's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Multiattack. The tough boss makes two attacks, using Warhammer or Heavy Crossbow in any combination.