Medium Humanoid (Any Race), Lawful Neutral
Armor Class 19 (splint, shield)
Hit Points 48 (8d8 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws INT +4, WIS +4, CHA +3
Senses Passive Perception 14
Languages Any three languages (usually Common, Dwarvish, Elvish, Halfling, Goblin and Gnomish)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Monster Tags: NPC

Habitat: Urban

Jakebit

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