Medium Humanoid (Soldier), Neutral Evil
AC 16    Initiative +4 (14)
HP 169 (26d8 + 52)
Speed 40 ft.
Mod Save
STR 12 +1 +5
DEX 20 +5 +9
CON 14 +2 +6
Mod Save
INT 18 +4 +4
WIS 13 +1 +1
CHA 13 +1 +1
Skills Acrobatics +9, Perception +10, Stealth +13
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Psychic; Blinded, Charmed, Frightened
Gear Tactical tantō, MAC-11 machine pistol
Senses Truesight; Passive Perception 18
Languages Common, Common Sign Language, Thieves' Cant, Undercommon
CR 10 (XP 5,900; PB +4)
Traits

AR Contacts. The Enforcer has Truesight and protection against most blinding effects (at DM's discretion).

Firearms Expertise.The Enforcer ignores the loading property of firearms.

Ground Game. While the Enforcer has a target grappled and prone, all successful attacks deal double damage.

Legendary Resistance (4/Day). If the Enforcer fails a saving throw, it can choose to succeed instead.

 
Actions

Combat Training. The Enforcer makes three attacks per turn of any combination.

Tactical tantō. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 4) slashing damage.

MAC-11. Ranged Weapon Attack: +10 to hit, range 10/120, 1 target. Hit: 12 (2d8 + 4) piercing damage.

- Semi-auto: +2 to hit; Auto: Successful attacks also deal damage to 2 others in a 20-foot radius
- Silenced: Attacks with advantage add 2d6 sneak attack; Loud: Targeted foes must make a Charisma save of 12 or become Frightened

Flashbang [1]. Ranged Weapon Attack. Throws a flashbang grenade at a point within 50 feet, arcing over obstacles. Targets within a 15-foot radius from point of impact must make a Dex/Con save of 13 or become Stunned/Prone respectively.


Takedown (grappled target). Target must succeed on a Dexterity saving throw of 15 or be knocked prone.

Sleeper hold (grappled & prone target). Target must succeed on a Strength saving throw of 15 or become Unconscious. On a success by 5 or more, Target breaks the grapple.

Bonus Actions

Focus. The Enforcer locks onto the biometric signs of one target they can see. Attacks made by Enforcer against Focused targets have advantage; stealth checks made by Focused targets against Enforcer have disadvantage. Max 1 focused target at a time.

Modify Weapon. The Enforcer carries a modified MAC-11 machine pistol, which can toggle between silenced/unsilenced and semi/automatic firing modes. The Enforcer can toggle either setting once per round as a bonus action, or both as a full action.

Joint lock. Unarmed Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (2d8) bludgeoning damage. On a success, target becomes Grappled.

Reactions

Forearm Block. The Enforcer deflects up to two incoming melee attacks from a single foe, halving the damage.

Uncanny Dodge. When subjected to a save-or-suck Dex save, the Enforcer takes no damage on success, and only half damage on failure.

Legendary Actions

Snap-kick. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (2d8) bludgeoning damage.

Disarm. A target within 5 feet must make an Athletics or Acrobatics saving throw against a melee attack by the Enforcer (+10 to hit). On a failure, they drop one equipped weapon of the Enforcer's choice, and the item is cast 15 feet away.

Mythic Actions

Did You See the Body? If the Enforcer dies unseen by any PC, roll a Luck check. On a 10 or lower, their body vanishes mysteriously, and they can show up again at any time: blood-drenched, scarred, and out for revenge. They automatically gain the Focus effect on whoever "killed" them.

Description

The casino pit-boss whose minions have minions. The elven lord's steely-eyed brother who came back from the war a little... off. That guy at the Assassin's Guild who terrifies even the other assassins.

Not all big bads get their hands dirty directly. Some employ The Enforcer: a terrifying, ice-cold lieutenant with a laser-focused demeanor that exudes lethal intent even when they're just standing there. 

The Enforcer won't go out of their way to pick a fight. They're too disciplined for that. But if you're the boss's enemy, you're theirs. Even if you gain the boss's trust, the Enforcer probably still doesn't trust you. They don't trust anyone; that is literally their job.

Within their chosen city, and particularly within the organization's Headquarters, the Enforcer is master of their domain. They know every in and out of this security system, because they installed it themselves, and have a daily checklist they stick to with the stoic zeal of an ascetic monk.

Lair and Lair Actions

The Corporate Enforcer is always found at their employer's side, most often at Headquarters. On this home turf, they see all and know all, and challenging them is almost suicidal.

Lair Actions

On initiative count 15 (losing initiative ties), the Enforcer takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:

  • Call Reinforcements. Two groups of 1d4 subordinates enter the arena from the nearest available door, and act at the bottom of the initiative order. 
  • Admin Privileges. Any electronic systems within Headquarters (e.g. sprinklers, security systems, etc) are at the Enforcer's command. The building itself acts as an extension of their will. If they have access to a working communications device, they can broadcast commands to all subordinates, or gather any information known by subordinates or building subsystems, as a free action. They can also remotely activate any building subsystem as a bonus action.

Regional Effects

The region containing Headquarters is a dense urban environment, which creates one or more of the following effects:

  • Seal All Exits. The Enforcer can activate building security to mass at all exits.
  • Set a Perimeter. The Enforcer can activate local law enforcement connections to set a perimeter around a 2-block radius (or narrative equivalent). Their influence on local law enforcement is not absolute, but the more violence a target uses against them, or the more mayhem they unleash on the city, the more likely it is that law enforcement will behave in a manner concordant with the Enforcer's desires.
  • Officer Down. If a member of local law enforcement is killed in the midst of setting a perimeter, they will initiate a region-wide manhunt for the target. The immediate manhunt is called off in 1d8 days, or if the Enforcer is tied to gravely illegal action with concrete evidence.

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2025 9:12:50 PM
7
0
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Coming Soon

Monster Tags: humanoidHumanleadersoldier

Habitat: Urban

brandoncarbaugh

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