Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 chain mail and shield
Hit Points 25 (4d8 + 7)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Feycurse: If hit by an attack from the Fighter, the target must make a DC13 Con saving throw. On a failure, all attacks against this target have advantage until the start of the fighters next turn.

Actions

Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Light Crossbow. Ranged weapon attack 40/80 +5 to hit, one target hit 7 (1d6+3) piercing damage.

Bonus Actions

Fey Distraction: The henchman emits a burst of fey energy in a 10-foot radius centered on itself. Anyone in this radius has disadvantage on hitting anyone but the fighter until the start of the fighters next turn.

Feystep: The fighter may use its bonus action to teleport to a spot up to 30ft away that it can see.

Reactions

Fey Deflection: When the henchman is hit by a ranged attack, it can use its reaction to deflect the attack with a flicker of fey energy. The henchman adds 2 to its AC against the triggering attack. If the attack misses, the henchman can make a melee weapon attack against the attacker as part of the same reaction.

Description

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Gr1zzlyPear

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