Medium Humanoid (Any Race)
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 a creature with a meele attack, the target must succeed on a DC 15 Wisdom saving throw or be frightened of the enforcer until the end of the target's next turn. The enforcer and it's allies have advantage on attack rolls against any creature frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enforcer's Intimidating Presence for the next 24 hours.

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.

 

Bonus Actions

Second Wind ( Recharges after a short or Long Rest). As a bonus action, the enforcer can regain 12 hit points

Description

Monster reference from Critical Role's Tal'Dorei Reborn by Mathew Mercer, Hannah Rose, James J. Haeck. This version also includes auto dice rolls for the attack.

Badgerthemedic

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