Madness. Driven mad by some unseen force, the crazed bandit regards anything and everything as a potential enemy, including their own allies. At the start of their first turn, the bandit must make a DC 12 Wisdom Saving Throw in order to resist the urge to attack an allied monster. On a failure the bandit makes their attack against the closest enemy. They can repeat the saving throw at the end of each of their turns until the condition is ended.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Description
These bandits have been driven to madness by something unseen, whispering voices in their head or a dangerous artifact in their posession. Whatever it was, the last traces of humanity within these poor souls is lost.
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