Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 16 (studded leather)
Hit Points 66 (12d10 + 4)
Speed 35 ft.
STR
16 (+3)
DEX
18 (+4)
CON
13 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +5, DEX +6, WIS +4
Skills Athletics +4, Deception +4, Stealth +10
Damage Resistances Bludgeoning
Senses Passive Perception 14
Languages Common, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Steakout. The Bandit Champion has advantage on stealth checks after it has been in the same area for over 30 minuets.

Readied. Unless the Bandit Champion was surprised the first attack a each creature makes on it has disadvantage. 

Actions

Multiattack. The Bandit Champion makes two melee attacks: Two with their scimitars.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Bonus Actions

Kick. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2); bludgeoning damage. If the creature is hit by this, they move 5 ft away from the Bandit Champion and must make a DC 14 Strength Saving throw or fall prone.

Reactions

Parry. The Bandit Champion adds 3 to its AC against one melee attack that would hit it. To do so, the Bandit Champion must see the attacker and be wielding a melee weapon. In addition, the Bandit Champion gets to make a free attack on the creature it parried with advantage. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

SkeleFilms

Comments

Posts Quoted:
Reply
Clear All Quotes