{"name":"Police Enforcer","challenge_rating":"2","types":"Humanoid","xp":"500","size":"Small","sizer":"Medium","armor_class":"16","hit_points":"50","speed":"30 ft","ini_mod":"","strength":"16","strength_p":"1","dexterity":"18","dexterity_p":"1","constitution":"12","intelligence":"8","wisdom":"10","charisma":"12","strength_mod":"","dexterity_mod":"","constitution_mod":"","intelligence_mod":"","wisdom_mod":"","charisma_mod":"","skills":"Athletics +6, Acrobatics +7, Perception +3, Intimidation +4","vulnerabilities":"","resistances":"","immunities":"","senses":"","gear":"Tactical Vest, Armor plate: Electro Feedback, stun baton, scattershot","treasure":"[roll:4d12+10] gp","languages":"Common","pb":"+3","description":"A police constable dressed in a dark blue uniform with an armored vest, scattershot and stun baton.","traits":"[b][i]Police Authority.[\/i][\/b] Wears the uniform of the Constabulary and makes Intimidation Checks with Advantage.\r\n[br]\r\n[b][i]Armor Plate: Electro Feedback[\/i][\/b] When a metal weapon hits the armor the attacker takes [roll:1d4] Lightning damage.","actions":"Make one attack from below, choose a pistol or scattershot for the creature:\r\n[br]\r\n[b][i]Stun Baton.[\/i][\/b] [roll:1d20+7], on hit [roll:1d6+4] bludgeoning damage, Constitution Saving Throw DC14 or be stunned. The creature can retry the save at the start of it's next turn.\r\n[br]\r\n[b][i]Scattershot.[\/i][\/b] \r\n[ol]\r\n  [li][b]Solid Shot.[\/b] range 30\/90, [roll:1d20+7], on hit [roll:1d12+5] bludgeoning damage, Fatal Shot: on critical [roll:1d12+14][\/li]\r\n  [li][b]Pellet Shot.[\/b] cone 15 ft, Dexterity Save, on failure [roll:1d8+5], Fatal Shot: on critical [roll:1d10+11] critical shot (when creature rolls natural 1 or fails the Saving Throw by 10 points or more), bludgeoning or piercing damage, on success they take half damage.[\/li]\r\n  [li][b]Pepper Shot.[\/b] 15ft cone, Constitution Save DC14,  on failure the creature is Blinded until the end of its next turn.\r\n[\/ol]\r\n[b][i]Handcuffs.[\/i][\/b]: When a character is incapacitated they can handcuff them by using an Action. It disables all attacks and checks requiring the use of their hands and they're Restrained by the Constable. To break out they need the key or another character makes a Thieves tools check DC15 or they can do it themselves for DC25. Dex checks can unlock on DC30. Strength check DC20 to break them.","bactions":"Double march: Use a bonus action to dash\r\n[br]Hunker down: When in cover they increase the factor by 1","reactions":"","legactions":"","imageid":"7022693","source":"Homebrew","vintage":"0","tags":"","isShared":"on","templateId":"17210","blockId":"1593691","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"30546"}