
Supers, corps, and criminals rule the ruins of a broken world. Power is currency. Loyalty is cheap
Played | 11 times |
Cloned | 0 times |
Created | 45 days ago |
Last Updated | 5 days ago |
Visibility | Public |

Description
Professional muscle for hire—far tougher and better equipped than common street thugs. Enforcers serve crime syndicates, corp security firms, or gang overlords, enforcing turf, collecting protection fees, and 'making examples' of dissenters. They operate in coordinated squads, use tactical maneuvers, and aren’t above planting evidence or staging ambushes.
Size | |
Type | Humanoid |
CR | 3 |
XP | 700 |
Languages | Common |
Armor Class | 15 |
HP Range | 70 - 80 (Avg: 75) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Ambush
If the Street Enforcer is hidden from a target, they can make a surprise attack. If the attack hits, it deals an additional 2d6 damage.
Intimidate
The Street Enforcer can attempt to intimidate a creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the Street Enforcer's next turn.
Tactical Strike
The Street Enforcer makes a melee attack with a baton or a ranged attack with a pistol. On a hit, the target takes damage and must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn.