Medium Humanoid, Lawful Neutral
Armor Class 10 Unarmored
Hit Points 27 (6d6)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws INT +3, WIS +2
Skills Investigation +5, Perception +4
Senses Passive Perception 14
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Beatwalker. Constables are used to taking in the sights, adding double their proficiency bonus to Investigation & Perception Checks as well as Passive Perception.

Pack Tactics. The constable has advantage on an attack roll against a creature if at least one of the constable's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Cuff 'em. Using an action, the constable can handcuff any unarmed creature within 5 feet, assuming the creature is Medium or smaller. Escaping the handcuffs requires a DC10 STR save.

Truncheon. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage.

Bonus Actions

Ring & Swing. On a successful truncheon attack, the constable can use a bonus action to make a second melee weapon attack with the truncheon.

Reactions

Police Whistle. As a reaction, the constable can sound the standard issue police whistle. Assuming police reinforcements are within earshot, one constable is added to initiative count 0. This reaction can be used once per day by each constable.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Constables make up the majority of the Metropolitan Police Force and most local forces in the United Kingdom. Equipped with the iconic custodian helmet, police whistle, and a truncheon, these observers report to their sergeants and act en masse to suppress petty crime or unrest.

Habitat: Urban

MoeBiscuits

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