Dark Devotion. The enforcer has advantage on saving throws against being charmed or frightened.
Fear of Fire. If the enforcer takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Formation Tactics. The enforcer has advantage on all saving throws while within 5 ft of an ally and the ally isn't incapacitated.
Reckless. At the start of its turn, the enforcer can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The enforcer makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Parry. The enforcer adds 2 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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