Bandit Grim-Blade Bandit Armor: Actions

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Table of contents

Bandit Grim-Blade
Bandit Back-Stabber
Bandit Brawler
Bandit Scout
Bandit Coward
Bandit Battlemaster
Bandit Armor
Bandit Pyro
Bandit Beast-Blood
Bandit Assassin
Bandit Weaponmaster
Bandit Combat-Priest

Bandit Grim-Blade Bandit Armor


Medium Humanoid (human), lawful evil Medium Humanoid (human), lawful evil

Armor Class 14 (Leather Armor) Armor Class 18 (Chain Mail, Shield)


Hit Points 14 (4d8 - 4) Hit Points 22 (4d8 +4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

13 (+1) 16 (+3) 9 (-1) 11 (+0) 11 (+0) 11 (+0) 15 (+2) 8 (-1) 12 (+1) 11 (+0) 11 (+0) 11(+0)

Senses passive Perception 10 Senses passive Perception 10


Languages -- Common Languages -- Common
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Actions Heavy Armor Master. Any damage dealt to the bandit from
non-magical Slashing, piercing, or bludgeoning weapons is
Multiattack. The Bandit makes two melee attacks. reduced by 3.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or Actions


range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Bandit Back-Stabber
Medium Humanoid (human), lawful evil Bandit Pyro
Medium Humanoid (human), lawful evil
Armor Class 13 (Leather Armor)
Hit Points 18 (4d8) Armor Class 13 (Leather Armor)
Speed 30 ft. Hit Points 18 (4d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 11 (+0) 11 (+0) 11 (+0)
10 (+0) 15 (+2) 11 (+0) 11(+0) 11 (+0) 11 (+0)
Senses passive Perception 10
Languages -- Common Senses passive Perception 10
Challenge 1/2 (100 XP) Languages -- Common
Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the bandit can deal an extra 3
(1d6) damage to a creature it hits with a weapon attack if that Alchemist’s Fire. Ranged Weapon Attack: +2 to hit, range 20 ft.,
creature is within 5 feet of an ally of the bandit that isn’t one target. Hit: 2 (1d4) fire damage at the start of each turn, DC 10
incapacitated. dexterity check action to end. Each bandit carries 2 flasks.

Actions Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. target. Hit: 5 (1d6 + 2) piercing damage.
Bandit Brawler Bandit Beast-Blood
Medium Humanoid (human), lawful evil Medium Humanoid (human), lawful evil

Armor Class 13 (Leather Armor) Armor Class 11 (Leather Armor)


Hit Points 22 (4d8 + 4) Hit Points 14 (4d8 - 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

16 (+3) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 11 (+0) 15 (+2) 11 (+0) 9 (-1) 11 (+0) 11 (+0) 11 (+0)

Skills Athletics +5 Senses passive Perception 10, Darkvision 60 ft.


Senses passive Perception 10 Languages -- Common
Languages -- Common Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Relentless Endurance. When the bandit is reduced to 0 hit points
Grappler Tactics. The bandit has advantage on attack rolls but not killed outright, it can drop to 1 hit point instead. This ability
against a creature it is grappling. can only be used once, and then requires a long rest before it can
be used again.
Grapple. Strength (Athletics) check contest vs target’s Strength
(Athletics) or Dexterity (Acrobatics) check. If success, target gains Savage Attacks. When the bandit scores a critical hit with a melee
grappled condition until it escapes by using an action to make a weapon attack, he can roll one of the weapon’s damage dice one
contested check as above. While grappling, the bandit can drag or additional time and add it to the extra damage of the critical hit.
move the grappled target, however the bandit’s speed is halved.
Actions
Actions
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Unarmed strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hit: 8 (1d12 + 2) slashing damage.
target. Hit: 5 (1d4 + 3) bludgeoning damage and allows a grapple
attack as a bonus action.
Bandit Assassin
Medium Humanoid (human), lawful evil
Bandit Scout
Medium Humanoid (human), lawful evil Armor Class 13 (Leather Armor)
Hit Points 14 (4d8 - 4)
Armor Class 13 (Leather Armor) Speed 30 ft.
Hit Points 14 (4d8 - 1)
Speed 30 ft. STR DEX CON INT WIS CHA

12 (+1) 14 (+2) 9 (-1) 11 (+0) 11 (+0) 11 (+0)


STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 9 (-1) 11 (+0) 12 (+1) 11 (+0) Skills Stealth +6


Senses passive Perception 10
Skills Perception +5 Languages -- Common
Senses passive Perception 15 Challenge 1/2 (100 XP)
Languages -- Common
Challenge 1/2 (100 XP) Martial Advantage. Once per turn, the bandit can deal an extra 3
(1d6) damage to a creature it hits with a weapon attack if that
Multiattack. The bandit makes two ranged attacks. creature is within 5 feet of an ally of the bandit that isn’t
incapacitated.
Actions
Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Poison Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one target must make a DC 10 Constitution saving throw, taking 1d4
target. Hit: 5 (1d6 + 2) piercing damage. poison damage on a failed save.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: (1d6 + 2) piercing damage.
Bandit Coward Bandit Weaponmaster
Medium Humanoid (human), lawful evil Medium Humanoid (human), lawful evil

Armor Class 13 (Leather Armor) Armor Class 18 (Chain Mail, Shield)


Hit Points 14 (4d8 - 4) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 11 (+0) 13 (+1) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 13 (+1)

Skills Stealth +4 Saving Throws Str +3, Con +3


Senses passive Perception 10 Skills Perception +2
Languages -- Common Senses passive Perception 12
Challenge 1/8 (25 XP) Languages -- Common
Challenge 1 (200 XP)
Poor Morale. Whenever the bandit takes damage, or sees an ally
fall, he must make a DC 10 Wisdom saving throw, on failure he Parry. When an attacker hits Thasas with a melee attack and the
immediately surrenders or attempts to flee. Bandit can see the attacker, he can roll 1d6 and add the number
rolled to his AC against the triggering attack, provided that he’s
Actions wielding a melee weapon.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one Actions


target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack. The Bandit makes two melee attacks.
Bandit Battlemaster Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Medium Humanoid (human), lawful evil target. Hit: 5 (1d8 + 1) slashing damage.

Armor Class 19 (Splint Armor, Shield)


Hit Points 40 (4d8 +12) Bandit Combat-Priest
Speed 30 ft. Medium Humanoid (human), lawful evil

STR DEX CON INT WIS CHA Armor Class 18 (Chain Mail, Shield)
Hit Points 22 (4d8 + 4)
15 (+3) 13 (+1) 16 (+3) 11 (+0) 11 (+0) 13 (+1) Speed 30 ft.

Saving Throws Str+5, Con +5 STR DEX CON INT WIS CHA
Skills Perception +2
Senses passive Perception 12 13 (+1) 13 (+1) 12 (+1) 11 (+0) 16 (+3) 13 (+1)
Languages -- Common
Challenge 3 (700 XP) Skills Perception +5
Senses passive Perception 15
Martial Advantage. Once per turn, the bandit can deal an extra 7 Languages -- Common
(2d6) damage to a creature it hits with a weapon attack if that Challenge 2 (450 XP)
creature is within 5 feet of an ally of Darros that isn’t incapacitated.
Spellcasting. The Bandit is a 3rd-level spellcaster. His spellcasting
Heavy Armor Master. Any damage dealt to the bandit from ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
non-magical Slashing, piercing, or bludgeoning weapons is The Bandit has the following cleric spells prepared:
reduced by 3.
Cantrips (at will): Sacred flame, Light, Thaumaturgy
Parry. (Reaction) When an attacker hits the Bandit with a melee 1st level (4 slots):
attack and The Bandit can see the attacker, he can roll 1d6 and - Guiding bolt, Bane, Bless, Healing word, Command
add the number rolled to his AC against the triggering attack, 2nd level (2 slots): Aid
provided that he’s wielding a melee weapon.
Actions
Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Multiattack. The Bandit makes two melee attacks: 5 (1d6 + 1) bludgeoning damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) slashing damage.

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