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Golden Chain Enforcer
Golden Chain Enforcers are the organization's common muscle. They collect debts, intimidate witnesses, guard black-market contacts, and deal with people who ask too many questions. They do not hunt dragons or acquire merchandise; they make sure the organization's business runs without interference.
Pack Tactics. The enforcer has advantage on an attack roll against a creature if at least one of the enforcer's allies is within 5 feet of the creature and the ally isn't incapacitated.
Intimidating Presence. The enforcer has advantage on Charisma (Intimidation) checks made to threaten or coerce a creature when at least one other Golden Chain member is visible to the target.
Criminal Resolve. The enforcer has advantage on saving throws against being frightened while at least one allied Golden Chain member is within 30 feet and isn't incapacitated.
Actions
Multiattack. The enforcer makes two melee attacks with its cudgel or shortsword.
Cudgel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Menacing Threat (Recharge 5–6). The enforcer targets one creature within 30 feet that can see and hear it. The target must succeed on a DC 11 Wisdom saving throw or become frightened of the enforcer until the end of the enforcer's next turn. A target that succeeds is immune to this enforcer's Menacing Threat for 24 hours.