Gut Feeling. The patroller has advantage on Insight checks made to determine if a creature is lying.
Subdual. The patroller has advantage on Athletics checks to attempt to grapple a creature.
In addition, when making a Medicine check to stabilize a creature, the patroller can choose to subdue the creature and cuff them. The creature is restrained until one of the following conditions are met:
- The creature uses an action to make a DC 18 Strength check to break free.
- An allied creature succeeds on a DC 16 sleight of hand check to pick the lock on the cuffs.
- A patroller releases them willingly.
Multiattack. The patroller makes two attacks with its baton: one club attack and one jab attack. The patroller may forgo one of these attacks to attempt to grapple a creature within 5 ft.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) lightning damage.
Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing damage. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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