Weavers Enforcer

  • Medium humanoid (any race), any alignment
  • Armor Class: 16 (studded leather armor, shield)
  • Hit Points: 78 (12d8 + 24)
  • Speed: 30 ft.
STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1)
 
  • Skills: Athletics +5, Intimidation +1, Perception +3, Stealth +4
  • Senses: passive Perception 13
  • Languages: any one language (usually Common)
  • Challenge Rating: 3 (700 XP)
Actions:
  • Multiattack. The enforcer makes two melee attacks.
  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
  • Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Abilities
  • Intimidating Presence. The enforcer can use its action to intimidate a creature within 30 feet of it that can see and hear it. The target must succeed on a DC 11 Wisdom saving throw or be frightened of the enforcer for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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.
Upgraded Enforcer
  • Armor Class: 18 (half plate armor, shield)
  • Hit Points: 130 (20d8 + 40)
Additional Abilities
  • Dirty Fighting. Once per turn, when the enforcer hits a creature with a melee weapon attack, the enforcer can choose to deal an extra 10 (3d6) damage to the target.
  • Rogue's Cunning. The enforcer can take the Disengage or Hide action as a bonus action on each of its turns.