Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 (Half-Plate)
Hit Points 48 (8d10 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Athletics +3, Deception +3, Intimidation +3, Perception +3
Senses Passive Perception 12
Languages Any two language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Danger Sense. The Bandit (Marauder) has advantage on Dexterity saving throws against effects that they can see while not blinded, deafened, or incapacitated.

Brutal Critical. The Bandit (Marauder) can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This one extra die roll does not double with critical damage.

Combat Tactics. The Bandit (Marauder) has advantage on attack rolls against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.

Blooded Attack. When the Bandit (Marauder) reaches half hit points, it can move up to half its speed make a Greatsword weapon attack against the closest creature. If that attack hits, the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Ruthless Death. When the Bandit (Marauder) hits 0 hit points, it can move up to half its speed and make a Greatsword attack.

Actions

Multiattack. The Bandit (Berserker) can make two attacks of melee and/or non-crossbow ranged attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target: Hit:  10 (1d12 + 4) slashing damage.

Handaxe. Ranged Weapon Attack: +4 to hit, range 20ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Bonus Actions

Defensive Stance. As a bonus action, the Bandit (Marauder) can enter this stance; while in this stance Bandit (Marauder)'s speed is halved and it has resistance against bludgeon, piercing, and slashing from non-magical attacks. To drop the stance is a free action.

Aggressive Stance. As a bonus action, the Bandit (Marauder) can enter this stance; while in this stance Bandit (Marauder)'s speed is 45 ft and if it makes an attack of opportunity attack on a creature it can reduce the speed of that creature to 0. The creature needs to make a DC 14 Strength save or be knocked prone. To drop the stance is a free action.

Reactions

Aggressive. As a reaction, the Bandit (Marauder) can move up to its speed toward a hostile creature that it can see.

Parry. As an reaction, the Bandit (Marauder) adds 2 to its AC against one melee attack that would hit it. To do so, the Bandit (Marauder) must see the attacker and be wielding a melee weapon.

Counter. As a reaction, the Bandit (Marauder) can make one melee attack against an attacker that it can see and that missed to hit the Bandit (Marauder).

Description

Bandit (Marauder) rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. A Bandit (Marauder) are tough warriors that prize themselves on their strength. They serve as shock troops and muscle for their group. Many bandit captains highly value them for their natural ability to intimidate people and often use them as thugs.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Stalbu