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 (Human, 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

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

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 (Human, 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)

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

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

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.

Overwatch (Recharge 4-6). When a hostile creature within 30 feet of the bandit moves and the bandit can see that movement, it can make a ranged attack against the target.

Summon your own Bandit Veteran

Bandit Captain

Bandit Captain

Summoned with Foe Foundry

Medium Humanoid (Human, 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, Intimidation +2

Senses Passive Perception 10

Languages Common

CR 2 (450 XP; PB +2)

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.

Shortswords. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing 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 13 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.

Intimidate (Recharge 5-6). 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.

Reactions

Overwatch (Recharge 4-6). When a hostile creature within 30 feet of the bandit moves and the bandit can see that movement, it can make a ranged attack against the target.

Summon your own Bandit Captain

Bandit Crime Lord

Bandit Crime Lord

Summoned with Foe Foundry

Medium 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

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. 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

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.

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.

Summon your own Bandit Crime Lord