Monster Analysis: Looters (Thugs)

  • First Appearance: 41 In Ruins
  • Individual Challenge Rating: 1 (½ MM)
  • Encounter Challenge Rating: 7
  • Armor Class 11
  • Average, Max HP: 32, 50
  • Nine Looters in all:
    • Looter 1 took 114 Damage (31 damage on final blow)
    • Looter 2 took 101 Damage (44 damage on final blow)
    • Looter 3 took 47 Damage (unconscious) (47 damage on knockout blow)
    • Looter 4 took 77 Damage (36 damage on final blow)
    • Looter 5 took 56 Damage (19 damage on final blow)
    • Looter 6 took 40+ Damage (unconscious) (Unknown damage on knockout blow)
    • Looter 7 took 62 Damage (24 damage on final blow)
    • Looter 8 took 35 Damage (6 damage on final blow)
    • Looter 9 took 56 Damage (25 damage on final blow)

Thugs can be found in the back of the Monster Manual among the suggested humanoids. Commonly used as low-level encounter fodder, they still have a couple twists that make them a reasonable threat. Thugs are stronger with the help of their colleagues, getting advantage on attacks when they team up against a single victim.

In a surprising twist, only two of the nine looters had enhanced health, with apparently all of the enemy with the same armor class as the Monster Manual values. Only their weapons were more potent than usual. This is not at all surprising, as we saw the same happen with the guards in Whitestone. The suggested textbook damage of a common thug would also be laughably little against any single member of the party at this level. Even with the enhancements… Well…

Even if we increase the challenge rating of each individual Thug to 1 instead of their usual ½, the encounter is still rated at half of what the party (Garthok’s temporary membership included) would consider Trivial. This was, as Marisha put it, “a therapeutic ass-kicking,” intended to give the party something to destroy after the threat of nigh-indestructable dragons.