Henchmen in Homebrewia Studiopolis | World Anvil
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Henchmen

We return to the Homebrew Studio, this time to explore ways of adapting content to fit other genres. We start with a spin on the humble bandit, reimagined for a modern superhero sci-fantasy setting!  

Henchman

Medium humanoid, neutral
Armor Class 12 (flack jacket)
Hit Points 11 (2d8+2)
Speed 30ft

STR
11 0
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
10 0

Senses passive Perception 10
Languages any one language
Challenge 1/8


Actions

Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Roll to hit: 1d20+3 Roll damage: 1d6+1
Pistol. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.
Roll to hit: 1d20+3 Roll damage: 1d8+1


 
  Then, we experiment further! Mad science is afoot, leading to the creation of a more powerful, mutated version of our henchman.  

Mutated Brute Henchman

Large monstrocity, neutral
Armor Class 10 (flack jacket)
Hit Points 25 (4d10+4)
Speed 30ft

STR
14 +2
DEX
8 -1
CON
13 +1
INT
10 0
WIS
10 0
CHA
8 -1

Senses passive Perception 10
Languages any one language
Challenge 1/4


Big, Strong Hands. A Medium or smaller creature grappled by the mutated brute is also restrained. The mutated brute may only have one Medium creature, or two Small or smaller creatures grappled at a time.


Actions

Haymaker. Melee Unarmed Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) bludgeoning damage.
Roll to hit: 1d20+4 Roll damage: 2d4+2
Crush. The mutated brute squeezes one Medium or smaller creature it is grappling, dealing 6 (2d4+2) crushing damage.
Roll damage: 2d4+2


 

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