Dirty Fighting. Once per turn, the riot guard can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the riot guard that isn’t incapacitated.
Multiattack. The riot guard makes two cudgel attacks.
Cudgel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Inspiring Violence (Recharges after a Short or Long Rest). After hitting a creature with a melee attack, the riot guard inspires all nonhostile creatures that it can see within 30 feet of it provided the creature can hear and understand the riot guard. The effect lasts 1 minute, and while under this effect whenever the creature makes an attack roll or saving throw they may roll a d4 and add the number rolled to the total. A creature can only benefit from this effect from one riot guard, and the effect ends if the riot guard is incapacitated.
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