
Cyberpunk
The Syndicate rules and Edgerunners form a rebellion to fight for freedom.
Author's Note: The Silent Citadel is intended to be endgame. You can tackle it how you want, but just a heads up for what you will find there.
Played | 6 times |
Cloned | 0 times |
Created | 94 days ago |
Last Updated | 1 days ago |
Visibility | Public |

HP Range70 - 100 (Avg: 85)
AC15
XP1800
Description
A ruthless enforcer for the Black Syndicate, this figure embodies the gritty underbelly of a cyberpunk city. Clad in dark, tattered clothing adorned with neon accents, they strike fear into the hearts of those who cross their path.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Thieves' Cant |
Defenses
Armor Class | 15 |
HP Range | 70 - 100 (Avg: 85) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Piercing, Slashing |
Damage Immunities | Poison |
Condition Immunities | Frightened |
Actions
Intimidating Presence
As a bonus action, the enforcer can attempt to frighten a creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Shock Baton
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) lightning damage.
Smoke Bomb
The enforcer throws a smoke bomb, creating a 20-foot radius of heavily obscured area for 1 minute. Creatures within must succeed on a DC 15 Dexterity saving throw or be blinded until the end of their next turn.