Bandit Fighting (1/Turn). When Aster makes a melee attack against a creature he can see, he can spend a bonus action to either take the Disengage action or attempt to trip the creature. A creature he attempts to trip must succeed on a DC 13 Str saving throw or be knocked prone.
Bandit Flight. Whenever Aster takes the Dash or Disengage actions in combat, difficult terrain doesn’t cost him extra movement that turn.
Multiattack. Aster makes 2 melee attacks w/ his barbed longsword. If using his longsword w/ 1 hand, he can also make an attack w/ either his shortsword or hand crossbow.
Barbed Longsword. Melee Weapon Attack: +5 to hit, reach 5ft, 1 target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used w/ 2 hands. When Aster scores a crit w/ this weapon, his attack deals an extra 2d6 piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft, 1 target. Hit: 6 (1d6+3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120ft, 1 target. Hit: 6 (1d6+3) piercing damage.
Curl Up. Aster curls up into a spiny ball. While curled up in this way, he can't move, attack, or cast spells w/ somatic components, & his base AC becomes 19. Any creature that misses Aster w/ a melee attack while he's curled up takes 2d4 points of piercing damage from his sharp quills. If a creature hits Aster while he's curled up, however, Aster's knocked prone in his space at the end of the turn. Aster may uncurl himself at any point during his turn.
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