Armor Class
13
(15 with mage armor)
Hit Points
23
(4d6)
Speed
30 ft., Burrow 5 ft.
STR
9
(-1)
DEX
16
(+3)
CON
8
(-1)
INT
14
(+2)
WIS
8
(-1)
CHA
10
(+0)
Saving Throws
INT +4, WIS +1
Skills
Arcana +3, Sleight of Hand +3, Stealth +3
Senses
Darkvision 90ft, Passive Perception 11
Languages
Common, Thieves' Cant
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Spellcasting. The mage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). The Bandit has the following wizard spells prepared:
Cantrips (at will): fire bolt, message, Primal Savagery, prestidigitation
1st level (3 slots): detect magic, mage armor, magic missile, shield
2nd level (1 slots): misty step, Tasha's Mind Whip
Pack Tactics. The Rat folk has advantage on an attack roll against a creature if at least one of the rat folk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Comments