Clasp Enforcer

Tal'Dorei Campaign Setting: Reborn p. 233 (Third Party)

Size
Medium
Type
humanoid (any)
AC
16 (half plate armor)
Hit Points
102 (12d8+48)
Speed
walk 30 ft
Skills
Athletics +6, Intimidation +8
Passive Perception
10
Languages
Common, thieves' cant
Challenge
5
Lineage
Clasp
STR
16
+3
DEX
12
+1
CON
18
+4
INT
8
−1
WIS
11
+0
CHA
14
+2

Traits

Proficiency Bonus

+3

Intimidating Presence

Whenever the enforcer hits a creature with a melee attack, the target must succeed on a DC 15 Wisdom saving throw or be frightened of the enforcer until the end of the target's next turn. The enforcer and its allies have advantage on attack rolls against any creature frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enforcer's Intimidating Presence for the next 24 hours.

Second Wind (Recharges after a Short or Long Rest)

As a bonus action, the enforcer can regain 12 hit points.

recharge

SHORT

Actions

Multiattack

The enforcer makes three warhammer attacks.

Warhammer

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Second Wind (Recharges after a Short or Long Rest) (Bonus Action)

The enforcer regains 12 hit points.

recharge

SHORT

Other data

description