Ear for Deceit. When the hawkshaw makes a Wisdom (Insight) check to determine whether if a creature is lying to it, it treats a roll of 7 or lower as an 8.
Multiattack. The hawkshaw makes three melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Trudgeon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Unerring Eye (2/Day). The hawkshaw senses the presence of illusions, shapechangers not in their original form, and other magics meant to trick the senses within 30 ft. of the hawkshaw, provided it is not deafened or blinded. The hawkshaw does not know the nature of the illusion, only sensing the magical residual energy.
Description
"Hands where I can see them! In the exalted name of Duke Stadtenfeldt, you are under arrest for forgery and illegal pursuit of trade!" - Hawkshaw Milicent Greatroar of Everpine Civil Corps.
Hawkshaws are dedicated crimefighters, seeking out criminals where they live to perform arrests, using force if need be. If forced to, the hawkshaws will even begin to perform their own investigations, seeking out their targets and gathering information while off the job. For this reason, hawkshaws are unpopular with the general populace, yet are often approached to perform their trade.
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