Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (studded leather armor)
Hit Points 28 (5d8 + 5)
Speed 30 ft.
STR
11 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
Skills Arcana +5
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting. The bandit mage is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The bandit wizard has the following wizard spells prepared:

Cantrips (at will): message, mind sliver, prestidigitation, ray of frost

1st level (4 slots): ice knife, magic missile, shield, sleep, thunderwave

2nd level (3 slots): hold person, acid arrow, shadow blade

 

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Description

Bandits 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. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Maddgodd81

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