Medium Humanoid, Any Non-Lawful Alignment
Armor Class 16 half plate
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
11 (+0)
CHA
14 (+2)
Skills Athletics +6, Intimidation +8
Senses Passive Perception 10
Languages Common, Thieves' Cant common, thieves cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Intimidating Presence. Whenever the Enforcer hits with a melee attack, the target must make a DC 15 Wisdom saving throw. On a failure, the target is frightened of the Enforcer until the end of its next turn. The Enforcer's allies have advantage on attack rolls against creatures frightened in this way. 

Second Wind (Recharges after a short/long rest). As a bonus action, the enforcer regains 12 hit points. 

 

Actions

Multiattack. The Enforcer makes three melee attacks.

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. 

 

Reactions

Reaction Name. Enter the description for your action.

Description

The Clasp prefers to operate within the shadows, but sometimes targets of blackmail need a little "convincing". Whenever scare tactics and brute force are needed, the Clasp's musclebound enforcers make quite an impression. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2020 2:33:28 AM
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Coming Soon
chazercise

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