Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 12
Languages Any two languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Villain Actions

The Bandit Tyrant has three villain actions. It may take one villain action every time a PC ends their turn. It will take one villain actain per round, or one for every 1/4 of its maximum hit points that it has lost, whichever happens first. A villain action can only be taken once.

That one, you idiots! Villain Action. Bandit Tyrant points to a target it can see. All allies that can hear it may either, as a reaction, make an attack against that target or move towards that target up to their walking speed.

Help me, you bastards! Villain Action. Bandit Tyrant calls for aid. Up to two of its allied creatures that can hear and understand it and aren't incapacitated gain movement equal to their walking speed and may use their reaction to move to Bandit Tyrant. If one or more allies ends their movement within 5ft of Bandit Tyrant, melee attacks against Bandit Tyrant have disadvantage until the start of its next turn. This effect ends if there are no more allies within 5ft of it or if all allies within 5ft are incapacitated.

Screw this, I'm out of here! Villain Action. Bandit Tyrant takes the disengage action and gains an extra 10ft of movement until the end of its turn. Alternatively, Bandit Tyrant may choose one allied creature within 5ft that is size medium or smaller and switch places with it, using it as a shield to get away. Bandit Tyrant may then move up to 20ft immediately, and any reactions that would target Bandit Tyrant instead target that creature until the start of Bandit Tyrant's next turn.

Actions

Multiattack. Bandit Tyrant makes three melee attacks: two with its club and one with its dagger. Or Bandit Tyrant makes two ranged attacks with its daggers.

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry. Bandit Tyrant adds 2 to its AC against one melee attack that would hit them. To do so, Bandit Tyrant must see the attacker and be wielding a melee weapon.

Description

Some leaders lead by force of character, or by cunning. The Bandit tyrant does neither. They command their subordinates under threat of violence, and anyone that dares disobey is fiercely punished. No one dares oppose this fearsome figure, especially when falling in line in turn promises the reward of untold riches and a life of lawless abandon.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Graffitie

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