AC 12 (padded leather or light defensive stance [see
Sartorial Defense
variant rule])
HP 11 (2d8+2;
bloodied
5)
Speed 30 ft.
Initiative Dex +0 (10), Insight +0 (10), Perception +2 (12)
Proficiency +2; Maneuver DC 11
Saving Throws Str +1, Dex +2, Con +1, Int –3, Wis +1, Cha +0
Skills Intimidation +2, Perception +2
Senses passive Perception 12
Languages varies
Equipment uniform, badge, whistle, handcuffs
ACTIONS
Billy Club. Melee Weapon Attack: +3 to hit; reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Pistol. Ranged Weapon Attack: +2 to hit; range 20/60 ft.; one target. Hit: 5 (1d10) piercing damage. Special: The weapon misfires on a natural 1. Reloading requires an action or bonus action.
REACTIONS
Home Advantage. Familiar with their home community, the officer can use their reaction when targeted by a ranged or area attack to move 5 feet or to drop prone, which might grant them cover against the attack.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.