16 (half plate armor)
102 (12d8 + 48)
30 ft
Athletics +6, Intimidation +8
Common, thieves' cant
5
+3
Whenever the enforcer hits a creature with a melee attack, the target must succeed on a DC 15 Wisdom saving throw or be frightened of the enforcer until the end of the target's next turn. The enforcer and its allies have advantage on attack rolls against any creature frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enforcer's Intimidating Presence for the next 24 hours.
As a bonus action, the enforcer can regain 12 hit points.
The enforcer makes three warhammer attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
The enforcer regains 12 hit points.