Huge Construct, Lawful Neutral
Armor Class 18
Hit Points 250 (20d10 + 120)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +11, DEX +7, CON +11, WIS +7, CHA +9
Skills Insight +7, Intimidation +9, Perception +7
Damage Resistances Force, Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Petrified, Stunned
Senses Darkvision 60ft, Passive Perception 17
Languages Common, Infernal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits
  • Magic Resistance: The Enforcer Construct has advantage on saving throws against spells and other magical effects.
  • Rule Enforcement: The Bureaucratic Enforcer automatically detects any attempt to break the laws of the Bureau (like skipping lines, forging forms, or not following proper protocol). Whenever a creature in its vicinity does something against the Bureau’s rules, the Enforcer gains advantage on all attack rolls against that creature for 1 minute.
  • Absurd Efficiency: The Enforcer is never slowed by difficult terrain, and it can take an additional bonus action on its turn each round, but it can only use this bonus action to stamp documents, issue warnings, or attempt a bureaucratic maneuver.
  • Bureaucratic Absurdity (Recharge 5-6): Once per day, the Enforcer can unleash a burst of bureaucratic absurdity, causing a random effect. Roll a d6 and consult the chart below:
    • 1-2: The Enforcer summons a "Form-Completing Entity," a tiny construct that forces one creature to re-fill a random form, wasting their next action.
    • 3-4: A Stamp of Fines appears, and every creature within 30 feet must succeed on a DC 16 Constitution saving throw or take 5d8 psychic damage (half on a success). The creature is then cursed, receiving disadvantage on all future rolls involving bureaucracy for 1 hour.
    • 5-6: All magical effects in a 60-foot radius are nullified for 1 minute as Bureaucratic Law is enacted. Any creature attempting to cast a spell must first make a DC 18 Intelligence saving throw or their spell fizzles and they lose their spell slot for the day.
Actions

 

  • Multiattack: The Bureaucratic Enforcer makes two attacks, either with its Stamp of Correction or Enforcing Grasp.

  • Stamp of Correction (Melee Weapon Attack):
    Attack Bonus: +11 to hit, reach 5 ft., one target.
    Hit: 22 (3d10 + 6) bludgeoning damage and the target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn as they are "corrected" by an overwhelming wave of paperwork. On a critical hit, the target is also marked, gaining disadvantage on their next saving throw made within the next minute.

  • Enforcing Grasp (Melee Weapon Attack):
    Attack Bonus: +11 to hit, reach 5 ft., one target.
    Hit: 18 (3d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). While grappled, the target is restrained, and on its turn, it must use its action to "complete paperwork" in order to escape the grapple.

  • Bureaucratic Ruling (Recharge 4-6):
    The Enforcer calls upon the "Great Bureaucratic Law" and issues a ruling against one creature it can see within 60 feet. The creature must succeed on a DC 18 Wisdom saving throw or be subject to one of the following effects, chosen randomly:

    • Penalty Fee: The creature takes 4d8 force damage and has disadvantage on all attack rolls until the start of the Enforcer's next turn.
    • Time Delay: The creature is incapacitated until the start of its next turn as they are overwhelmed by a wave of bureaucratic paperwork.
    • Form 404 Error: The creature must make a DC 16 Constitution saving throw or be paralyzed for 1 minute as they are buried under an avalanche of forms. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
  • Bureaucratic Detention. Recharge 5–6. The Bureaucratic Enforcer creates a magical zone around a target. One creature within 30 feet must succeed on a DC 17 Constitution saving throw or be Banished to a pocket dimension resembling an endless filing room filled with paperwork. The creature remains in this dimension for 1d4 rounds before being returned to its original space. The creature can attempt another saving throw at the end of each of its turns to escape early.

 

Reactions

Bureaucratic Deflection: When a creature within 30 feet of the Enforcer attacks it, the Enforcer can use its reaction to deflect the attack by slapping a stamp on the attacker’s hand, forcing the attacker to make a DC 17 Wisdom saving throw. On a failed save, the attack is redirected to another target within range (chosen by the Enforcer).

Legendary Actions

The Bureaucratic Enforcer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Enforcer regains spent legendary actions at the start of its turn.

  1. Issue Warning (Costs 1 Action): The Enforcer issues a bureaucratic warning, forcing one creature within 30 feet to make a DC 16 Charisma saving throw. On a failure, the creature has disadvantage on the next saving throw it makes.
  2. File Check (Costs 2 Actions): The Enforcer grabs a nearby file and examines it, gaining advantage on its next attack roll or saving throw.
  3. Enforce Compliance (Costs 3 Actions). The Bureaucratic Enforcer forces one creature within 30 feet to make a DC 17 Wisdom saving throw. On a failed save, the target is compelled to complete an action such as filing a form, reading an instruction manual, or answering bureaucratic questions. The target loses its next turn and wastes any actions on unnecessary bureaucratic tasks.

Legendary Resistance (3/Day).

If the Bureaucratic Enforcer fails a saving throw, it can choose to succeed instead.

Declan_Akaba

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