rpg—rules

monster

Tough Boss

Medium or Small Humanoid, Neutral

Armor Class
16
Hit Points
82 (11d8 + 33)
Challenge rating
4
CHA
11 (+0)
CON
16 (+3)
DEX
14 (+2)
INT
11 (+0)
STR
17 (+3)
WIS
10 (+0)

Medium or Small Humanoid, Neutral

AC 16 · Initiative +2 (12)

HP 82 (11d8 + 33)

Speed 30 ft.

Ability Score Mod Save
Str 17 +3 +5
Dex 14 +2 +2
Con 16 +3 +5
Int 11 +0 +0
Wis 10 +0 +0
Cha 11 +0 +2

Gear Chain Mail, Heavy Crossbow, Warhammer

Senses Passive Perception 10

Languages Common plus one other language

CR 4 (XP 1,100; 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

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.

Source · SRD 5.2.1 · page 332