The enforcer has advantage on an attack roll against a creature if at least one of the enforcer's allies is within 5 feet of the creature and the ally isn't incapacitated.
Intimidating Presence
Trait
Frightened
Condition
As a bonus action, the enforcer can menace one creature within 30 feet that can see and hear it. The target must succeed on a DC 11 Wisdom saving throw or be frightened of the enforcer until the end of the enforcer's next turn.
Multiattack
Action
The enforcer makes two melee attacks.
Shortsword
Action
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Slashing damage.
Heavy Crossbow
Action
Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) Piercing damage.
Intimidating Presence
Bonus Action
Frightened
Condition
As a bonus action, the enforcer can menace one creature within 30 feet that can see and hear it. The target must succeed on a DC 11 Wisdom saving throw or be frightened of the enforcer until the end of the enforcer's next turn.
Combat Behavior
Tactics
• Uses Intimidating Presence on the most dangerous-looking enemy. • Stays close to allies to trigger Pack Tactics. • Targets spellcasters or leaders with the heavy crossbow.
Morale
Fights until reduced to 10 hit points or fewer, then attempts to retreat and report to the ring leader.
Monster Description
A grim, loyal enforcer who handles the ring leader's dirty work—collecting debts, breaking bones, and intimidating rivals. They move with practiced efficiency and never question orders.
Monster behavior
The enforcer uses Intimidating Presence to frighten the toughest foe, then focuses attacks on that target. It uses Pack Tactics to gain advantage when allies are nearby, and retreats only if the leader commands it.
Ecology
These enforcers are usually career criminals, ex-soldiers, or thugs who value loyalty and coin above all.
History
Unknown, but their reputation precedes them in the underworld.
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