Syndicate Enforcer
A Syndicate enforcer is sent when a negotiation has failed and the Syndicate wants the failure seen. Enforcers work the docks and the undercity of the stations the Black Meridian Syndicate operates on, wearing riot plate and wielding shock mauls.
Black Meridian Syndicate
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 16 (riot plate)
- Hit points
- 60 (8d8 + 24)
- Proficiency
- +2
- STR 18 +4 save +6
- DEX 13 +1 save +1
- CON 17 +3 save +5
- INT 10 +0 save +0
- WIS 12 +1 save +1
- CHA 13 +1 save +1
- Skills
- Intimidation +3 , Athletics +6
- Passive Perception
- 11
- Senses
- darkvision 60 ft.
- Languages
- Common, Orcish, Meridian Cant
- Found in
- Station Interior
Equipment
Traits
-
Made Example
The first time the enforcer drops a creature to 0 hit points in a fight, every hostile creature that saw it must save or be Frightened until the end of its next turn.
Actions
-
Shock Maul
+6 to hit · reach 5 ft.
1d10 + 4 lightning damage
The enforcer makes two Shock Maul attacks.
-
Pin Bonus action
DC 14 Strength save
One creature of the enforcer's size or smaller within 5 feet is Grappled on a failed save.
-
Block the Exit Reaction
DC 14 Strength save
When a creature within 30 feet attempts to leave the area, close a door, or otherwise move out of sight, that creature makes a Strength saving throw. On a failure its movement ends.