Sorman' Thugs | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew based on Thug

Sorman' Thugs CR: 1/4

Medium humans, lawful evil
Armor Class: 11
Hit Points: 32 (5d8+10)
Speed: 6 m

STR

13 +1

DEX

13 +1

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

11 +0

Skills: Intimidation +2   Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 1 meter of the creature and the ally isn't incapacitated.
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

Multiattack. The thug makes two melee attacks.   Side Baton or Light Club. Melee Weapon Attack: +3 to hit, reach 1 m, one creature. Hit: 4 (1d6+1) bludgeoning damage.   Schmitt Mag-Revolver. Ranged Weapon Attack: +3 to hit, range 36/72 meter, one target. Hit: 6 (1d8+1) piercing damage.  

Homebrew

Side Baton

Weapon

Common

Melee, Weapon, Simple, Light, One-Handed   Often called a Tonfa, Riot Baton, or Arm Club, this defensive weapon is designed to deflect attacks with the forearm. It is a stout club with a perpendicular handle attached a third of the way down the length, allowing it to be swung out for a swipe, or extend the reach of a thrust. A master also flips the side baton to grab the long end, using the handle as a hook.

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning 1 m

Cost: 50.000 Eurodollar
Weight: 1 kg

Homebrew

Light Club

Weapon

Common

Melee, Weapon, Simple, Light, Finesse, One-Handed

A simple sap or a metal bar, many clubs designed for combat are designed to be thrown. Some light clubs are designed for policing, intended to be less-than-lethal, while others can be shorn in spikes or sharpened rings with a broad spiked tip. A master learns to be extremely accurate to a foe's head and knock them off balance.

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning 1 m | thrown 4/12 m

Cost: 50.000 Eurodollars
Weight: 1 kg

Homebrew

Schmitt Mag-Revolver

Firearm

Common

Pistol, Simple, Ranged, Loading, .357 Magnum, Light, Two-Handed   Magazine Size: 6 (each D8 counts as one shot)   Special Actions:
  • Precision Shooting - hold the weapon with both hands and shoot a single round to increase chance to hit, +5 to hit.
  • Trickshot - Designate a specific body part to hit and deal specific conditions to the target (must be held with both hands), difficulty is determined by the DM.
  • Fast Reload - Uses a bonus action to fast reload (involves dropping unused ammunition from the revolver to pick up later)
  • Reload - Uses a full action to reload without the loss of spare ammunition
Jamming: On a critical failure, roll a 1D20, if it lands on a 4 or less, the weapon is jammed and requires a full action to clear the jam   The Schmitt Mag-Revolver is a stable for every gun enthusiast. With its .357 Magnum ammunition, it packs quite a punch, which is why shooting requires both hands. It was developed by Schmitt & Söhne, a German weapons manufacturer.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 36/72 m

Cost: 100.000 Eurodollar
Weight: 0,8 kg


Created by

Midnightplay.

Statblock Type

Monster

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