Small humanoid (human), Neutral
| Armor Class | 16 |
|---|---|
| Hit Points | 55 (10d8 + 10) |
| Speed | 35 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 13 (+1) | 16 (+3) | 14 (+2) | 11 (+0) |
| Saving Throws | Dex +6, Wis +4 |
|---|---|
| Skills | Acrobatics +6, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 14 |
| Languages | Common plus two other languages |
| Challenge | 4 |
The enforcer makes three Dagger attacks. It can replace one attack with a use of Lightning Cage if available.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 9 (2d4 + 4) Piercing damage plus 7 (2d6) Poison damage.
con DC 13, each creature in a 20-foot-radius Sphere [Area of Effect] centered on a point the enforcer can see within 60 feet. Failure: 13 (3d8) Lightning damage, and the creature can't take Reactions until the end of the enforcer's next turn. Success: Half damage only.
Trigger: The enforcer takes damage from a melee attack. Response: The enforcer teleports up to 30 feet to an unoccupied space it can see. Each creature within 10 feet of the space the enforcer left must succeed on a DC 13 Constitution saving throw, or its Speed is halved until the start of the enforcer's next turn.
The enforcer casts Misty Step, using Intelligence as the spellcasting ability.
2/day: Misty Step