Tough Boss

Monster Manual (2025) p. 307

Size
Small
Type
humanoid
Alignment
neutral
AC
16
Initiative
2
Hit Points
82 (11d8+33)
Speed
walk 30 ft.
Saving Throws
Str +5, Con +5, Cha +2
Passive Perception
10
Languages
Common plus one other language
Challenge
4
Lineage
Tough
Environment
any
STR
17
+3
DEX
14
+2
CON
16
+3
INT
11
+0
WIS
10
+0
CHA
11
+0

Traits

Proficiency Bonus

+2

Gear

Chain Mail, Heavy Crossbow, Warhammer

Treasure

Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Size

Small, Medium

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

Multiattack

The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination.

Warhammer

Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself.

Heavy Crossbow

Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage.

Other data

description

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.

Tough Boss: Tough bosses leverage their street smarts, brawling prowess, and reputation to compel others to follow their demands.