Medium Humanoid (Any Race), 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
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 or Long Rest). As a bonus action, the enforcer can regain 12 hit points.

Actions

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 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.

Monster Tags: humanoid

Habitat: Urban

DalcineaDM

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