Bandit

We're still working on the lore for this creature, but the stats are ready to go!

Bandit

Bandit Statblocks

Bandit

Bandit

Summoned with Foe Foundry

Medium Humanoid (Bandit)

AC 13 (Studded Leather Armor) Initiative +1 (11)

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

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

Grovel and Beg (1/day). If the bandit is Bloodied and becomes the target of a spell, ability, or attack, then it falls Prone and begs pitifully. If the source of the attack, spell, or ability is within 30 feet, it must make a DC 10 Wisdom saving throw. On a failure, it must change the target of the spell, ability, or attac. This counts as a Charmed effect.

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Bandit Veteran

Bandit Veteran

Summoned with Foe Foundry

Medium Humanoid (Bandit)

AC 14 (Studded Leather Armor) Initiative +2 (12)

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 +6

Senses Passive Perception 10

Languages Common

CR 1 (200 XP; PB +2)

Traits

Feign Death. When the bandit takes damage that reduces it to below half health, it can choose to feign its own death. It falls Prone and appears as if it were dead. A creature must perform a Study action to determine that the creature is not dead. If the bandit attacks a creature that is unaware that it is still alive, it has advantage on the attack.

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. On a hit, the target's speed is reduced by half until the end of its next turn.

Shortswords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) slashing damage.

Bonus Actions

Vanish. The bandit can hide as a bonus action even if only lightly obscured.

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Bandit Captain

Bandit Captain

Summoned with Foe Foundry

Medium Humanoid (Bandit)

AC 15 (Studded Leather Armor) Initiative +3 (13)

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)

Traits

Fanatic Followers. Whenever the bandit would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the bandit. The ally is hit by the attack instead. If the ally is killed by this attack, then the bandit gains 5 temporary hp.

Actions

Multiattack. The bandit makes two Pistol or Shortswords attacks.

Pistol. Ranged Weapon Attack: +5 to hit, range 30/90ft., one target. Hit 8 (1d10 + 3) piercing damage. On a hit, the target's speed is reduced by half until the end of its next turn.

Shortswords. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) 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.

Summon your own Bandit Captain

Bandit Crime Lord

Bandit Crime Lord

Summoned with Foe Foundry

Medium Humanoid (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, Intimidation +6

Senses Passive Perception 15

Languages Common

CR 11 (7,200 XP; PB +4)

Traits

Mob Boss. The bandit has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.

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.

Pistol. Ranged Weapon Attack: +9 to hit, range 30/90ft., one target. Hit 16 (2d10 + 5) piercing damage and 5 (2d4) poison damage.

Shortswords. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage and 7 (2d6) poison damage.

Sharpshooter's Shot (Recharge 5-6). The bandit fires a deadly shot at a creature it can see within 90 ft. The target must make a DC 17 Dexterity saving throw. On a failure, it takes 37 (15d4) piercing damage and is Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.

Bonus Actions

Deadeye Shot (3/day). The bandit gains advantage on the next attack it makes until end of turn.

Intimidate (1/day). The bandit chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the bandit's Intimidation. On a failure, the target is Frightened of the bandit for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.

Legendary Actions (3)

Attack. The bandit makes a Pistol or Shortswords attack.

Recharge. The bandit uses or attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.

Sneak. The bandit moves up to half its movement and uses Hide.

Summon your own Bandit Crime Lord