Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

whatawhimsy

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