Enforcer, Modern (5e Creature)
Enforcer[edit]
Medium humanoid (any race), any non-good alignment Armor Class 14 (leather armor)
Saving Throws Strength + 4, Dexterity + 5 Brave. The enforcer has advantage on saving throws against being frightened. ACTIONSMultiattack. 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.
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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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