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
For all its notoriety, the Clasp is largely a business empire run by smaller pocket families of “spirelings” who oversee local illegal business and contracted work. Some Clasp are merely messengers, or thrive on intimidation. If conflict arises, and the problem can’t be quelled, then the heavyhitters/assassins are brought in to “clean up the mess."
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.
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