Brave. The Azorius Enforcer has advantage on saving throws against being frightened and charmed.
Brute. A melee weapon deals one extra die of its damage when the Azorius Enforcer hits with it (included in the attack).
Wide Stance Fighter. The large build of an Azorius Enforcer enables them to take a wide stance while fighting and counts as a large creature for the purposes of combat. This creature can, however, move through doorways and smaller spaces as if it were a medium creature while fighting.
Innate Spellcasting. The Azorius Enforcer’s innate spellcasting ability is charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:
3/day: command, hold person, zone of truth,
1/day each: clairvoyance, locate object
Multiattack. The Azorius Enforcer makes two melee attacks or two ranged attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5ft. Hit: 2d8 + 4 bludgeoning damage or 2d10 + 4 bludgeoning damage if used with two hands.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 3d6 + 4 bludgeoning damage.
Enforcer Heavy Restrainer Bow. Ranged Attack +5 to hit, Ranged 100/400, Hit: 1d4 + 2 bludgeoning damage. The target must then succeed on a DC 14 Charisma saving throw or be knocked prone and is restrained. A creature may attempt this save again as an action during its turn.
Will of the Azorius. Melee Spell Attack +6 to hit, reach 5ft., one creature. Hit: 1d8 + 4 bludgeoning damage plus 1d6 force damage. The target must then succeed on a DC 14 Charisma saving throw or be knocked prone and is restrained. A creature may attempt this save again as an action during its turn.
Parry. The Azorius Enforcer adds 3 to its AC against one melee attack that would hit it. To do so, the Azorius Enforcer must see the attacker and be wielding a melee weapon.
Description
The Azorius call upon the enforcer elite when critical matters are in need of urgent or dire attention. Azorius Enforcers will typically always detain and arrest their enemies unless given a direct order to inflict lethal damage by their superiors in the name of justice and keeping the balance of the Guildpact in order. They tend to operate in small elite squads of 2-4, usually accompanied by skilled tacker hounds to aid their searches.
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