Fail safe(1/day)
If damage reduce the enforcer to 0 hit points,It drops to one hit point instead.Until the end of there next turn,they have advantage on all saves,and attacks rolls against them are made at disadvantage.
Grounded
The enforcer cannot be moved against it's own will.
Multiattack. The Enforcer makes two melee attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 11 (1d10) piercing damage.
Enforce(recharge 5-6)
The enforcer chooses a target within,30ft of it,the target must make a dc 17 Wisdom saving throw.On a failure,they are paralyzed until, the end of the enforcers next turn,and take 2d8 force damage.
Parry. The Enforcer adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Comments