Professional Documents
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Ruffians
Ruffians
C
rime is the continuation of business by other Ruffian Lore
means, and violence is its blood and breath.
Private entrepreneurs might strike out to grasp History DC 5: As the old saw goes, the tools of each trade
what's left in reach, but the core business of well-serve its opposite; firefighters and arsonists, shipwrights
crime is violence as service; peace is precious to and saboteurs, brigands and bodyguards, thief-catchers and
all, and those who clutch the reins of violence thieves. Perpetrators of all such crimes can be found with
control the supply of peace. No enterprise can some regularity among the ranks of those purporting to
survive without some violence to call upon, after all, and it is oppose them.
the rare city indeed where the sword of the law is sufficient to History DC 10: Ruffians, whether engaged in pursuits
the demands of its people. legitimate or otherwise, tend to favor weapons that are some
combination of cheap, concealable, disposable, and
Ruffian Tactics reasonable for an ordinary person to carry. Bludgeons tend to
be favored over blades, as it's difficult to pretend innocence
Street toughs, thugs, and enforcers will typically engage while soaked in blood.
socially before attacking, trying to make a show of force and History DC 15: The lines between criminal and legitimate
extort the largest fee they think their target will be willing to enterprise are rarely clean-cut, as no professional guild or
pay to avoid a fight. workman's union can expect to protect its interests without a
In combat, ruffians typically attack nonlethally, replacing measure of violence to call upon, and few organizations
one of their attacks with a grapple or shove whenever support themselves through illicit activity alone.
possible to make use of their Dirty Fighting, and ganging up Religion DC 10: It is a common misconception that the gods
on weaker foes to gain more opportunities to trigger their whose portfolios contain such dread domains as deception,
Beat Down, or opportunity attacks if the enemy tries to avoid thievery, and murder are primarily worshiped by malefactors
their Beat Down. seeking guidance and protection for their misdeeds.
If victorious, they will in some combination strip a fallen In point of fact, people of all kinds (liars, thieves, and
foe naked, scar them, carry them to another location for murderers included), make offerings to such powers
questioning, or kill them outright, depending on how much primarily to avert their ire, and malfeasants who find their
personal enmity the foe inspired over the course of the fight. hand aided by the divine are far more likely to do so because
of the god's attitude toward their intended victim rather
than toward them.
Orzhov Racketeers
David Palumbo
Instigator Gang
Greg Staples
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 17 (+3) 14 (+2) 17 (+3) 15 (+2) 14 (+2) 15 (+2)
Skills Athletics +5, Intimidation +4 Skills Athletics +5, Insight +4, Intimidation +4
Senses Passive Perception 12 Senses Passive Perception 12
Languages Common, Thieves' Cant Languages Common, Thieves' Cant
Challenge 1/2 (100 XP) Challenge 2 (450 XP)
Dirty Fighting. Whenever the ruffian successfully Dirty Fighting. Whenever the ruffian successfully
grapples or shoves a creature, it can make a melee grapples or shoves a creature, it can make a melee
attack with advantage as a Bonus Action this turn. attack with advantage as a Bonus Action this turn.
Actions Actions
Multiattack. The ruffian makes two attacks, each of Multiattack. The ruffian makes two attacks, each of
which it can replace with a Grapple or Shove which it can replace with a Grapple or Shove
attempt. attempt.
Knuckle-Duster Melee Weapon Attack: +5 to hit, Five-Copper Cosh Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning
damage. damage.
On a critical hit, the target is knocked prone. On a critical hit, the target is knocked prone and
Stunned until the beginning of its next turn.
Low Blow. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) bludgeoning Kick Head. Melee Weapon Attack: +5 to hit, reach 5
damage. ft., one prone target. Hit: 10 (2d6 + 3) bludgeoning
damage.
If this attack was made with advantage, the target
gains disadvantage on the first attack or check it This attack deals an additional 3 (1d6) bludgeoning
makes before the end of its next turn. damage to a Stunned target.
Smash Fingers. The ruffian attempts to break the
Reactions fingers of a grappled and prone creature within 5
Beat Down. When a creature within 5 feet stands feet, forcing it to make a DC 13 Constitution saving
from prone, the ruffian can deal 1 bludgeoning throw.
damage to it. On a failure, the target takes 14 (4d6) bludgeoning
If two or more ruffians took this reaction, the target damage and has disadvantage on attacks made with
must succeed on a Strength saving throw with DC that hand until it completes a Long Rest, or takes
half as much damage on a success.
equal to 10 plus the damage taken or fall prone.
Reactions
Beat Down. When a creature within 5 feet stands
from prone, the ruffian can deal 1 bludgeoning
damage to it.
If two or more ruffians took this reaction, the target
must succeed on a Strength saving throw with DC
equal to 10 plus the damage taken or fall prone.
Ruffian Rakehell Tactics
Ruffian Rakehell Rakehells are much more likely to operate alone or in pairs
than other ruffians, and typically fight lethally even when
Medium humanoid (any race), any alignment
assisting allies that are not doing so. Typically they make
Armor Class 14 (Makeshift Shield) their first attack against a target with their Cloak-Wrapped
Hit Points 115 (14d8 + 52) Fist, then follow up with their Ratchetlock Greatrazor,
Speed 30 ft. afterwards replacing one of their attacks with their Tear
Wound whenever they have a valid target available.
They typically reserve their reaction for their Trap Blade or
STR DEX CON INT WIS CHA opportunity attacks when alone, but in groups of two or more
18 (+4) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 16 (+3) will use whichever of their reactions first becomes available.
Skills Athletics +6, Intimidation +5, Stealth +5 Ruffian Enterprises
Senses Passive Perception 12
Languages Common, Thieves' Cant
In addition to any more mundane forms of illicit goods and
Challenge 4 (1,100 XP)
services, ruffians in a fantasy setting might be involved in
such pursuits as:
Dirty Fighting. Whenever the ruffian successfully Breeding or Poaching magical creatures to sell,
grapples or shoves a creature, it can make a melee weaponize, or use as distractions.
attack with advantage as a Bonus Action this turn. Securing a monopoly on rare spell components.
Death-Eager. The ruffian has advantage on Wisdom Scribing scrolls of forbidden or otherwise unsafe magic.
saving throws while within 5 feet of a Bleeding Plundering magic relics from graves and replacing them
creature. with Magic-Aura-shrouded counterfeits.
Exorcising spirits that might share embarrassing or
Actions incriminating information.
Brokering trades of art and treasure on behalf of dragons.
Multiattack. The ruffian makes two attacks, one of
which it can replace with a use of its Tear Wound.
Using information extracted from the dead to blackmail or
defraud the living.
Ratchetlock Greatrazor Melee Weapon Attack: +6 to Devising and constructing deadly traps.
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Paying or extorting genuine prophets to deliver false
slashing damage. prophecies.
If this attack was made with advantage, the target
Helping shapechangers establish new identities.
begins Bleeding (1d6, Save Ends at end of turn). Manufacturing memories to help fool zones of truth.
Providing guidance and assistance to those looking to
Cloak-Wrapped Fist. Melee Weapon Attack: +6 to initiate a warlock pact.
hit, reach 5 ft., one target. Hit: 6 (1d4 + 4)
bludgeoning damage and the target is grappled
(escape DC 14).
Tear Wound. The ruffian claws at a wound of a
creature within 5 feet that is Grappled and
Bleeding.
The target takes 7 (2d6) bludgeoning damage, then
must succeed on a DC 14 Constitution saving
throw or have its Bleeding value increase by 1d6.
Reactions
Beat Down. When a creature within 5 feet stands
from prone, the ruffian can deal 1 bludgeoning
damage to it.
If two or more ruffians took this reaction, the target
must succeed on a Strength saving throw with DC
equal to 10 plus the damage taken or fall prone.
Trap Blade. When the ruffian takes 5 or fewer
piercing or slashing damage, it can reduce that
damage to 0 and trap the attacker's weapon
(remove DC 14).
Until the weapon is freed, attacks with it have
disadvantage.
La Navaja
Joseph Saint-Germier
Ruffian Cherrycat Unfasten (2nd Level Spell). The ruffian magically
unfastens the armor of a creature it can see within 30
Medium humanoid (any race), any alignment
feet.
Armor Class 17 (Mage Armor) The target must succeed on a DC 14 Dexterity saving
Hit Points 127 (17d8 + 51) throw or have the AC bonus offered by its armor
Speed 40 ft. reduced by a cumulative 2 until the target takes an
action to adjust it.
STR DEX CON INT WIS CHA Armor reduced to an AC of 10 falls off entirely until
donned again.
15 (+2) 18 (+4) 17 (+3) 17 (+3) 14 (+2) 11 (+0)
Glazier's Ace (2nd Level Spell). The ruffian smashes a
Saving Throws DEX +7, INT +6 bottle, window, or similar glass object it can reach,
Skills Arcana +6, Perception +5, Stealth +7 sending shards flying in a 15 foot cone.
Senses Passive Perception 15 Each creature in the area must succeed on a DC 14
Languages Abyssal, Common, Thieves' Cant Dexterity saving throw or be Blinded and Bleeding
Challenge 6 (2,300 XP) (1d6) for the next minute (Save Ends at end of turn).
Dark Gleam. Creatures within 10 feet of the ruffian can Bonus Actions
see in Dim light or Darkness as though it were Bright Charm Wall (2nd Level Spell). The ruffian touches a
Light. nonmagical wall or floor and teleports to the nearest
Dirty Fighting. Whenever the ruffian successfully unoccupied space on the opposite side of it.
grapples or shoves a creature, it can make a melee Power Word: Hush (1/Day, 3rd Level Spell). One creature
attack with advantage as a Bonus Action this turn. the ruffian can see within range drops to 0 hit points if
Burner's Break (1/Day). When the ruffian fails a saving it has 10 or fewer hit points. A creature with more than
throw against a spell or magical effect, it can choose to 10 hit points is unaffected.
succeed instead. If it does, it can't cast spells on its Quash Magic (1/Day, 3rd Level Spell). The ruffian targets
following turn. a space or creature it can see within 30 feet and
suppresses the effect of one spell of 7th level or below
Actions affecting it until the beginning of the ruffian's next
Multiattack. The ruffian makes three attacks, one of turn.
which it can replace with its Unfasten or Glazier's Ace.
Reactions
Shrouded Awl Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (2d4 + 4) piercing damage. Beat Down. When a creature within 5 feet stands from
prone, the ruffian can deal 1 bludgeoning damage to it.
Any hit with this weapon that is made with advantage
becomes a critical. If two or more ruffians took this reaction, the target
must succeed on a Strength saving throw with DC
Darting Bolt (1st Level Spell). Ranged Spell Attack: +6 to
equal to 10 plus the damage taken or fall prone.
hit, range 30 ft., one target. Hit: 10 (3d6) force
damage. Tip Turn. When a Medium or smaller creature misses
the ruffian with an opportunity attack, the ruffian can
If this attack misses, the ruffian can immediately make
grapple it (escape DC 12) or make a Shrouded Awl
a second attack against another creature it can see attack against it.
within 10 feet of the first target.