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 (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.
Bandit Veteran
Bandit Veteran
Summoned with Foe FoundryMedium 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.
Bandit Captain
Bandit Captain
Summoned with Foe FoundryMedium 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.
Bandit Crime Lord
Bandit Crime Lord
Summoned with Foe FoundryMedium 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.