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 or Long Rest). As a bonus action, the enforcer can regain 12 hit points.
Multiattack. The enforcer makes three warhammer attacks.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Description
The Clasp prefers to oper- ate 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.
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