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.
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.
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
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.