Free interactive D&D 5e SRD stat block

Tough Boss

Medium Humanoid, CR 4, AC 16, 82 HP. Neutral.

Medium Humanoid, Neutral

AC
16
Initiative
+2 (12)
HP
82 (11d8+33)
Speed
30 ft.
ScoreModSave
STR 17 +3 +5
DEX 14 +2 +2
CON 16 +3 +5
INT 11 +0 +0
WIS 10 +0 +0
CHA 11 +0 +2
Senses
Passive Perception 10
Languages
Common plus one other language
CR
4 (XP 1,100; PB +2)
Gear
Chain Mail, Heavy Crossbow, Warhammer

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.

How to run Tough Boss

A tough boss is the lieutenant in chain mail who runs a bandit camp, a smugglers' wharf, or a goblin warband that has hired up. The stat block is a mid-tier human with Pack Tactics, which is the entire reason to use it: alone, the tough boss is a CR 4 with two attacks and 82 HP. Surrounded by two or three minions, the tough boss attacks at Advantage on every swing, and that is the encounter. Never run the tough boss solo. Always run them with at least one warm body within 5 ft. of the target.

Open at range if there is space. Heavy Crossbow at +4, range 100/400 ft., 13 piercing per bolt, two bolts per Multiattack averages 26 damage on full hits. Pair the boss with a Bandit or Tough on the front line and the boss stays back, picking off the wizard from a balcony or a cart. Once the party closes, drop the crossbow and switch to Warhammer: +5, reach 5 ft., 12 bludgeoning, and Large or smaller targets get pushed 10 ft. straight back. Two Warhammer attacks per round with Pack Tactics Advantage and a 10 ft. push on each hit is genuinely disruptive, because the rogue keeps getting shoved out of Sneak Attack range.

The boss is not stupid. Int 11 means real plans, real escape routes, real awareness of which PC is the threat. Identify the highest-damage enemy and focus the warhammer on them, using the push to keep them off balance. If the boss is Bloodied (41 HP) and the minions are gone, the boss surrenders if the party offers terms. If the party does not, the boss runs for the predetermined exit. Toughs are mercenaries, not martyrs.

Name the boss, give them a scar, and let the party hear about them from a captured minion two scenes before the fight. A boss who shows up unexpectedly is a stat block. A boss the party has heard of is a story.

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

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

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