Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 16 (Chain shirt, shield)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Skills Intimidation +3, Religion +2
Senses Passive Perception 11
Languages Common, (any other one language)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The enforcer has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The enforcer makes two melee attacks.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. range (20/60) ft., one creature. Hit: 6 (1d6+2) piercing damage.

Dreadful Strike (2/longrest). As a part of the attack action, the enforcer can add an extra 10(3d6) necrotic damage to melee weapon attack. a creature subject to this would also need to make a DC 11 Wisdom Saving throw or become frightened for up to one minute. a creature can make the save at the end of each of its turns to become unfrightened. a creature who makes the save isn't subject to this effect.  

Description

Enforcers are often part of a cult's leadership and greater forces within the cult, using their force of personality and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. and many enforcers have the physical strength to back it up. 

Monster Tags: NPChumanoid

Habitat: Urban

LionSoul378

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