Clasp Enforcer

Medium humanoid (any),

Armor Class

16 (half plate armor)

Hit Points

102 (12d8 + 48)

Speed

30 ft

Skills

Athletics +6, Intimidation +8

Languages

Common, thieves' cant

Challenge

5

Proficiency Bonus

+3

Intimidating Presence

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.

Second Wind (Recharges after a Short or Long Rest)

As a bonus action, the enforcer can regain 12 hit points.

Actions

Multiattack

The enforcer makes three warhammer attacks.

Warhammer

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Second Wind (Recharges after a Short or Long Rest) (Bonus Action)

The enforcer regains 12 hit points.