Healing Potions. The bandit guzzler starts the fight with 4 standard healing potions (2d4 + 2) and 2 greater healing potions (4d4 + 4).
Breakable Bottle. The bandit guzzler, unless otherwise stated by the DM, starts the fight with an intact bottle. The intact bottle deals bludgeoning damage. Should the bandit land a critical hit or use one of its attacks to break the bottle, the intact bottle will become a broken bottle and from that point on deal slashing damage.
Multiattack. The bandit guzzler makes two melee attacks with its bottle.
Intact Bottle Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Broken Bottle Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Celebratory Swig. If the bandit guzzler hits both of its attacks, it can drink either one of its standard healing potions (2d4 + 2) or one of its greater healing potions (4d4 + 4). When it does this up to 2 of the guzzler's allies may use their reaction to also drink a standard healing potion if they have one.
Drink To That. The bandit guzzler consumes one of its standard healing potions (2d4 + 2). To do so, the guzzler must see one of its allies use their action or bonus action to drink a potion. Allies using reactions to drink a potion does not trigger this effect.
Description
It takes a strong constitution and an even stronger stomach to hold down so much liquid. The bandit guzzler has such a stomach, but all those drinks don't pay for themselves do they?
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