Bestiary · Humanoid

Orc PR 3

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
Syndicate Enforcer, drawn at Medium scale
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.