CR 5 – Humanoid – Jihadist Enforcer
Tier 2 play
**Monster Name:** Jihadist Enforcer
**Size, Type, Alignment:** Medium, Humanoid, Chaotic Neutral
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores:**
Strength 14 (+2),
Dexterity 16 (+3),
Constitution 12 (+1),
Intelligence 10 (+0),
Wisdom 13 (+1),
Charisma 15 (+2)
**Proficiencies:**
Saving Throws: Dexterity +5, Charisma +4
Skills: Intimidation +4, Stealth +5
**Damage Resistances:** Bludgeoning, Piercing, and Slashing from nonmagical attacks
**Damage Immunities:** None
**Condition Immunities:** Charmed, Frightened
**Senses:** Darkvision 60 ft., Passive Perception 12
**Languages:** Common, Infernal
**Challenge Rating (CR):** 5
**Special Abilities:**
– **Terrorizing Presence:** As a bonus action, the Jihadist Enforcer can force one creature within 30 feet to make a Wisdom saving throw (DC 14) or become frightened until the end of its next turn.
– **Cunning Action:** The Jihadist Enforcer can take a bonus action on each of its turns to take the Dash, Disengage, or Hide action.
**Actions:**
– **Multiattack:** The Jihadist Enforcer makes two melee attacks.
– **Melee Attack:** Scimitar: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
– **Signature Attack:** Explosive Bomb: Ranged Attack: +5 to hit, range 30/60 ft., one target. Hit: 14 (4d6) fire damage in a 10 ft. radius. A creature must make a Dexterity saving throw (DC 14) to take half damage. This ability recharges on a roll of 5-6.
**Description:** The Jihadist Enforcer is a cunning and ruthless individual, often clad in dark, tattered clothing and wielding makeshift weapons. Originating from a group of mercenaries who thrive on fear and intimidation, they are known to use guerrilla tactics to outsmart their foes. In combat, they prefer to strike from the shadows and instill terror in their enemies, relying on their agility and cunning to evade direct confrontation. Their demeanor is cold and calculated, always assessing the battlefield for the best advantage.