Bandit¶
We're still working on the lore for this creature, but the stats are ready to go!
Bandit Statblocks¶
Bandit¶
Bandit
Summoned with Foe FoundryMedium Humanoid (Human, Bandit)
AC 13 (Studded Leather Armor) Initiative +0 (10)
HP 9 (2d8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 12 | +1 | +1 |
Con | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 9 | -1 | -1 |
Skills Stealth +3
Senses Passive Perception 10
Languages Common
CR 1/8 (25 XP; PB +2)
Actions
Shortswords. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit 6 (1d10 + 1) piercing damage.
Bonus Actions
Cheap Shot. The bandit attempts to strike a creature within 5 ft with a cheap shot. The target must make a DC 11 Strength or Dexterity save (target's choice). On a failure, the target's speed is reduced to zero until the end of its next turn. A creature that is Prone makes this save at disadvantage.
Reactions
Overwatch (Recharge 4-6). When a hostile creature within 60 feet of the bandit moves and the bandit can see that movement, it can make a ranged attack against the target.
Bandit Veteran¶
Bandit Veteran
Summoned with Foe FoundryMedium Humanoid (Human, Bandit)
AC 14 (Studded Leather Armor) Initiative +0 (10)
HP 32 (5d8 + 10)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Stealth +4
Senses Passive Perception 10
Languages Common
CR 1 (200 XP; PB +2)
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90ft., one target. Hit 7 (1d10 + 2) piercing damage.
Shortswords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) slashing damage.
Bonus Actions
Smoke Bomb (1/day). The bandit throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Reactions
Overwatch (Recharge 4-6). When a hostile creature within 60 feet of the bandit moves and the bandit can see that movement, it can make a ranged attack against the target.
Bandit Captain¶
Bandit Captain
Summoned with Foe FoundryMedium Humanoid (Human, Bandit)
AC 15 (Studded Leather Armor) Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +3 |
Dex | 16 | +3 | +5 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 10 | +0 | +0 |
Cha | 11 | +0 | +0 |
Skills Athletics +3, Stealth +5, Deception +2
Senses Passive Perception 10
Languages Common
CR 2 (450 XP; PB +2)
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks. It may replace one attack with a use of its Command the Attack.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90ft., one target. Hit 8 (1d10 + 3) piercing damage. On a hit, the next attack against the target has advantage until the end of the bandit's next turn.
Shortswords. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.
Command the Attack (Recharge 5-6). The bandit issues a command to all allied creatures within 30 feet. Creatures who can see or hear the bandit can use their reaction to make a single weapon attack with advantage.
Bonus Actions
Smoke Bomb (1/day). The bandit throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Bandit Crime Lord¶
Bandit Crime Lord
Summoned with Foe FoundryMedium Humanoid (Human, Bandit)
AC 19 (Studded Leather Armor +2) Initiative +13 (23)
HP 221 (26d8 + 104)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +6 |
Dex | 20 | +5 | +9 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 12 | +1 | +5 |
Cha | 14 | +2 | +2 |
Skills Athletics +6, Stealth +13, Perception +5, Deception +6
Senses Passive Perception 15
Languages Common
CR 11 (7,200 XP; PB +4)
Traits
Legendary Prowess (3/day). The bandit can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The bandit makes two Pistol or Shortswords attacks. It may replace one attack with a use of its Stay in Formation.
Pistol. Ranged Weapon Attack: +9 to hit, range 30/90ft., one target. Hit 16 (2d10 + 5) piercing damage and 5 (2d4) poison damage. On a hit, the next attack against the target has advantage until the end of the bandit's next turn.
Shortswords. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage and 7 (2d6) poison damage.
Stay in Formation (Recharge 5-6). The bandit issues a command to all allied creatures within 30 feet. Creatures who can see or hear the bandit can use their reaction to move up to half their speed without provoking opportunity attacks.
Bonus Actions
Cunning Action. The bandit uses Dash, Disengage, or Hide.
Smoke Bomb (1/day). The bandit throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Reactions
Exploit the Chaos. If a nearby enemy within 15 feet misses an attack against a friendly creature, the bandit can use its reaction to dart forward up to 15 feet and make an attack against that creature.
Legendary Actions (3)
Attack. The bandit makes a Pistol or Shortswords attack.
Sneak. The bandit moves up to half its movement and uses Hide.
Stay in Formation. The bandit uses or attempts to recharge its Stay in Formation ability. It can't take this action again until the start of its next turn.