Free interactive D&D 5e SRD stat block

Tough

Medium Humanoid, CR 1/2, AC 12, 32 HP. Neutral.

Medium Humanoid, Neutral

AC
12
Initiative
+1 (11)
HP
32 (5d8+10)
Speed
30 ft.
ScoreModSave
STR 15 +2 +2
DEX 12 +1 +1
CON 14 +2 +2
INT 10 +0 +0
WIS 10 +0 +0
CHA 11 +0 +0
Senses
Passive Perception 10
Languages
Common
CR
1/2 (XP 100; PB +2)
Gear
Heavy Crossbow, Leather Armor, Mace

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

Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Bludgeoning damage.

Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10+1) Piercing damage.

How to run Tough

A tough is the muscle, not the mind. CR 1/2, AC 12, 32 HP, mace, heavy crossbow, Pack Tactics. The stat block is built around the assumption that you are running at least three of these, because Pack Tactics only matters when allies are within 5 feet of the target. A single tough is a thug with a club. Three toughs around a fighter is the fighter rolling defenses against +4 attacks at Advantage, which lands far more often than +4 suggests.

Open at range. Heavy Crossbow is +3 to hit, range 100/400 ft., 6 average damage. The opening round of an outdoor ambush has every tough firing one bolt and then closing to mace range. Indoors, the toughs already have the doorway and the volley lands as the party comes through. Don't let toughs and party meet at melee range without the toughs getting a free shot first. That shot is most of their value.

Once in melee, the play is to flank. Mace at +4 for 5 average damage is unimpressive, but two toughs adjacent to a single PC means both attacks roll at Advantage. Three around a target is a dead target on the second round, even at this CR. The party's answer is to break the cluster. A wizard with a thunderwave or a fighter with a shove plus an attack scatters the formation and turns one mob into three weak attackers.

Toughs flee at half HP if the leader has dropped or the pay is bad. These are mercenaries with Charisma 11 and no special loyalty. If the encounter has a named NPC paying their wages, the toughs hold until that NPC is gone. If the named NPC was the first thing the party killed, the toughs are running by round three.

Have one of them take a bolt for a buddy. Even mercenaries had a bunkmate. Make the party feel that.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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