Medium Humanoid (Human), Any Non-Lawful Alignment
Armor Class 14 (leather armor)
Hit Points 30 (6d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +3
Skills Stealth +7
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Once per turn, you can choose to use one of the following maneuvers:

Disarming Attack. When you hit a creature with a weapon attack, you can  attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a DC 12 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Goading Attack. When you hit a creature with a weapon attack, you can  attempt to goad the target into attacking you. The target must make a DC 12 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Trip Attack. When you hit a creature with a weapon attack, you can attempt to knock the target down. The target must make a DC 12 Strength saving throw. On a failed save, you knock the target prone.

Actions

Multiattack. The bandit makes two weapon attacks.

Bullwhip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 3) slashing damage.

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

Description

The Bullwhip bandits use their signature bullwhips to bamboozle their enemies with martial feats. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/17/2022 7:56:51 PM
5
1
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5/17/2022 7:56:56 PM
11
3
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5/17/2022 7:57:05 PM
12
2
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Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Sabron

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