Boundless Movement. The enforcer ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled or prone condition from itself.
Burning Aura. Any creature that starts its turn or deals damage to the enforcer within 10 feet of it, takes 10 (4d4) fire damage.
Contract Hunter. Any creature that has signed a fiendish contract has disadvantage on saving throws against the enforcer's spells and other magical effects.
Devil's Sight. Magical darkness doesn’t impede the enforcer's darkvision.
Fire Absorption. Whenever the enforcer is subject to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Magic Resistance. The enforcer has advantage on saving throws against spells and other magical effects.
Special Equipment. The enforcer is attuned to a Ring of Mind Shielding and a Ring of Truth Telling. It also wields a pair of Dimensional Shackles (accounted for in its statistics).
Undiscernable. While attuned to the Ring of Mind Shielding, creatures can only telepathically communicate with the enforcer if it allows. In addition, the enfore is immune to magic that allows other creatures to read its thoughts, determine whether it's lying, know its alignment, or know its creature type. While attuned to the Ring of Truth Telling, the enforcer has advantage on Wisdom (Insight) checks.
Multiattack. The enforcer makes two attacks using Flaming Sword or Immolating Gaze in any combination.
Flaming Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) fire damage.
Immolating Gaze. The enforcer stares at one creature it can see within 120 of itself. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) fire damage plus 7 (2d6) necrotic damage and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. On a successful save, the target takes half as much damage only.
Shackle. While wielding the Dimensional Shackles, the enforcer targets one Large or smaller can with the incapacitated condition and binds the creature with the shackles. A bound creature is prevented from using any method of extradimensional movement, including teleportation or travel to a different plane of existence, but the bound creature can still pass through an interdimensional portal. Once every 30 days, it can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and the shackles are destroyed.
Spellcasting. The enforcer casts one of the following spells, requiring no material components, and using Charisma as the spellcasting ability (save DC 16):
2/day each: command (3 targets), darkness, detect magic, detect thoughts, dispel magic, fireball, hold monster (2 targets), plane shift (Nine Hells only), zone of truth
Enforce Covenant. The enforcer targets one creature within 60 feet of itself that has signed a fiendish contract. The creature must make a DC 16 Charisma saving throw. On a failed save, the target takes 11 (2d10) psychic damage and has the poisoned condition for 1 minute. While poisoned, the target can’t cast spells, its speed is halved, and it can’t move more than 30 feet away from the enforcer. In addition, the target is vulnerable to the enforcer's attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Fiendish Jump (Recharge 5-6). The enforcer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Each creature of its choice within 10 feet of its destination space must make a DC 16 Constitution saving throw. On a failed save, a creature takes 9 (2d8) poison damage and has disadvantage on the next D20 Test it makes before the end of its next turn.
The enforce can take two reactions per round but only one per turn.
Hellish Rebuke. In response to being damaged by a visible creature within 60 feet of it, the enforcer forces that creature to make a DC 16 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.
Nullify Teleportation. The enforcer targets one creature it can see within 60 feet of itself that attempts to teleport. The target must make a DC 16 Constitution saving throw or the attempt is wasted.
Parry. The enforcer adds 3 to its AC against one melee attack that would hit it. To do so, the enforcer must see the attacker and be wielding a melee weapon.
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