Ruffian (3.5e Creature)

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Size/Type: Medium Humanoid (human), 1st-level Warrior
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 studded leather), touch 11, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Club +4 melee (1d6+2) or sling +2 ranged (1d4+2)
Full Attack: Club +4 melee (1d6+2) or sling +2 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 14, Dex 12, Con 12, Int 10, Wis 11, Cha 10
Skills: Climb +6, Intimidate +4, Profession (any) +4
Feats: Improved Initiative, Weapon Focus (any appropriate)
Environment: Any
Organization: Any
Challenge Rating: ½
Treasure: None
Alignment: Chaotic Neutral
Level Adjustment:

It doesn't matter how you
make the coin, so long as
it buys a pint.

You try to walk through the narrow street without appearing lost, but the streets only seem to lead to deeper into the maze of the city. Suddenly, the path is blocked by a heavyset man leaning against a wall. Old whitened scars mark his face, and he seems to be missing a few of his teeth. You consider edging past him, but he moves to cover the path and spits on your feet. When you feel the sun on your back being covered by shade, you know this is going to be painful.

Ruffians are petty criminals that, while not necessarily evil, are quite without morals when it comes to their own benefit. Ruffians are separated from common criminals by their employment: they are often enforcers to a bigger, nastier person, and ready to do anything in their employ.


Ruffians are far from clever tacticians, but do know rudimentary combat. If there's many, they flank foes and take them down through attrition, and if there's few, they use the surroundings to their advantage. The commitment of a ruffian to a fight is directly related to their employer and how much he or she is paying them.

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