Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (leather armor)
Hit Points 20 (4d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Stealth +6
Senses Passive Perception 11
Languages Common Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Archery Training. The archer gains a +2 bonus to attack rolls it makes with ranged weapons.

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Trick Shot. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. On hit, a tiny packet of sand attached to the arrow tip explodes, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. The Bandit Archer carries 3 trick arrows at a time, replenishing them at the end of a long rest.

Description

Trained archers are critical to the success of any roving gang of bandits and misfits. During periods of downtime, particularly clever archers may develop their own tricks to gain the upper hand over their prey; in the desert where sand is plentiful, these tricks can come in the form of Sand shots, which are essentially ranged pocket sand.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2021 12:50:33 AM
47
24
1
Coming Soon

Monster Tags: NPC

Habitat: CoastalDesertHill

IrohBot

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