Medium Humanoid (Any Race), Typically Chaotic Evil
Armor Class 17 (Unarmored Defense)
Hit Points 127 (15d8 + 60)
Speed 40 ft.
STR
27 (+8)
DEX
16 (+3)
CON
19 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +12, DEX +7, CON +8
Skills Athletics +12
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Flying Knee. Immediately after taking a running long jump, the bandit can make an unarmed strike with advantage against a creature within 5 feet of it. This attack is a critical hit on a roll of 18 or higher on the d20. The bandit cannot use its Mug on this attack. If the attack misses, the bandit botches its landing, it takes 7 (2d6) bludgeoning damage, and it must succeed on a DC 20 Dexterity saving throw or fall prone.

Mug (1/turn). When the bandit hits a creature with an unarmed strike attack, it can choose to grapple the target instead of dealing damage and also steal up to 17 (5d4 +5) GP worth of coins from the creature.

Reckless. At the start of its turn, the bandit can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless Endurance (1/day). When the bandit is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Special Equipment. The bandit wears a belt of cloud giant strengthand an amulet of health. Without these items, it has a Strength score of 19 (+4) and a Constitution score of 17 (+3) and an Unarmored Defense AC of 16. These items are spoils it has stolen from past victims. The bandit also has a potion of Superior Healing.

Actions

Multiattack. The bandit makes two unarmed strikes. It can replace one unarmed strike with its throttle.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage or 16 (2d4 + 11) bludgeoning damage while raging. If the bandit scores a critical hit, it rolls damage dice three times, instead of twice.

Throttle. The bandit slams a creature it is grappling into the ground. The creature falls prone at the bandit’s feet and must make a DC 20 Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save or half as much damage on a successful one.

If the creature fails this saving throw by 15 or more, it receives a debilitating internal injury. Whenever a creature with this injury attempts an action in combat, it must make a DC 15 Constitution saving throw. On a failed save, it loses its action and can't use reactions until the start of its next turn. The injury heals if the creature receives magical healing or if it spends ten days doing nothing but resting.

Potion of Superior Healing (1/day). The bandit drinks a potion and regains 28 (8d4 + 8) hit points.

Bonus Actions

Frenzied Rage. On its turn, the bandit can enter a rage as a bonus action and can immediately move up to half its speed as part of the same bonus action.

While raging, the bandit gains the following benefits:

  • It has advantage on Strength checks and it has advantage on Strength and Dexterity saving throws against effects it can see.
  • When it makes a melee weapon attack using Strength, it gains a +3 bonus to the damage roll.
  • It has resistance to bludgeoning, piercing, and slashing damage.
  • It can't be charmed or frightened. If it is charmed or frightened when it enters its rage, the effect is suspended for the duration of the rage.
  • It can make a single unarmed strike attack as a bonus action on each of its turns.

The bandit’s rage lasts for 1 minute. It ends early if the bandit is incapacitated. The bandit can also end its rage on its turn as a bonus action. When the bandit’s rage ends, it suffers one level of exhaustion.

Intimidating Presence. The bandit can use its bonus action to attempt frighten a creature it can see within 30 feet with its menacing presence. If the creature can see or hear the bandit, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the bandit’s next turn.

On subsequent turns, the bandit can use its bonus action to extend the duration of this effect on the frightened creature for another turn.

This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from the bandit. If the creature succeeds on its saving throw, it is immune to the bandit’s Intimidating Presence for 24 hours.

Reactions

Retaliation. When the bandit takes damage from a creature it can see that is within 5 feet of it, it can make an unarmed strike attack against that creature.

Description

The berserk bandit serves as the muscle for a gang of bandits, taking hits and dishing them out to draw attention from its sneakier allies.

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2022 3:07:08 PM
8
3
--
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillMountain

Newb_DM

Comments

Posts Quoted:
Reply
Clear All Quotes