Azure Band Enforcer

Medium humanoid (any race), lawful evil

Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 9 (-1) 14 (+1) 7 (.2)

Saving Throws Str +4, Dex +4, Wis +3
Skills Insight +3, Perception +3
Senses passive Perception 13
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2

ACTIONS

  • Multiattack. The enforcer makes two Dagger attacks. If the enforcer hits a creature with two Dagger attacks in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone.
  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

REACTIONS

  • Cheap Shot. When a creature within 5 feet of the enforcer stands from prone, they take 4 (1d4 + 2) bludgeoning damage. That creature has disadvantage on the next attack roll or saving throw it makes.

ABOUT

The most visible limb of the Azure Band is its enforcers-a presence in every slum of the Mharoti Empire. They’re criminal foot soldiers who protect operations, extort locals, and kill foes. Enforcers are chosen for loyalty.

They are more lightly armed than even many bandits since full blades and armor draw too much attention in cities. They make up for this vulnerability in improvisational brutality, knocking foes to the floor and then pummeling them into submission before they can recover.

Section 15: Copyright Notice

Warlock Grimoire 4. ©2023 Open Design LLC. Authors: Lou Anders, Wolfgang Baur, HH Carlan, Robert Fairbanks, Basheer Ghouse, Richard Green, Tim Hitchcock, Jeremy Hochhalter, Victoria Jaczko, Rajan Khanna, Sarah Madsen, Ben McFarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Adam W. Roy, Paul Scofield, Amber Stewart, Brian Suskind, Mike Welham.

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