Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 19 (Splint, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
13 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
16 (+3)
CHA
13 (+1)
Skills Perception +5
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Bandit is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Bandit has the following cleric spells prepared:

Cantrips (at will): Sacred flame, Light, Thaumaturgy

1st level (4 slots): 

  • Guiding bolt, Bane, Bless, Healing word, Command

2nd level (2 slots): Aid

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) bludgeoning damage.

Reactions

Parry. (Reaction) When an attacker hits the Bandit with a melee attack and The 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 wielding a melee weapon.

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

Fearthedark94

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