Enforcer, Modern (5e Creature)

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Medium humanoid (any race), any non-good alignment

Armor Class 14 (leather armor)
Hit Points 65 (10d8+20)
Speed 30 ft.

15 (+2) 16 (+3) 15 (+2) 12 (+1) 13 (+1) 14 (+2)

Saving Throws Strength + 4, Dexterity + 5
Skills Athletics + 4, Deception + 4, Intimidation +4, Perception + 3
Senses passive Perception 13
Languages any two languages
Challenge 3 (700 XP)

Brave. The enforcer has advantage on saving throws against being frightened.


Multiattack. The enforcer makes two melee or ranged attacks.

Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Baseball Bat. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Submachine Gun. Ranged Weapon Attack: +5 to hit, range 150/450 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the enforcer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the enforcer . A creature can benefit from only one Leadership die at a time. This effect ends if the enforcer is incapacitated.

A dangerous, submachine-gun wielding criminal brute, often in charge of one or more thugs or tough thugs. Not only are they more physically imposing, but they are smarter than a normal dumb thug, with some leadership skills too.

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