Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 65 (11d10 + 4)
Speed 35 ft.
STR
14 (+2)
DEX
19 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws STR +4, DEX +6, WIS +4
Skills Athletics +4, Deception +4, Stealth +10
Senses Passive Perception 15
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.

Actions

Multiattack. The Bandit Champion makes two ranged attacks: Two with their longbow.

Longbow. Ranged Weapon Attack: +7 to hit, reach 130 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Elemental Arrows (Recharge 2). Ranged Weapon Attack: + 7 to hit, reach 60 ft., up to three targets. Hit 7 (1d6 + 4); piercing damage. On each target that gets hit roll a d4.

1. Lightning Arrow. The creature must make a DC 12 Dexterity saving throw, on a failed save they take 1d6 lightning damage, and can't take reactions for 3 rounds.

2. Thunder Arrow. The creature must make a DC 12 Constitution saving throw, on a failed save they take 1d8 thunder damage, and is deafened for one hour.

3. Explosive Arrow. The creature must make a DC 13 Strength saving throw, on a failed save they take 1d8 force damage, and the creature is sent flying 20 ft away from the point of explosion.

4. Fire Arrow. The creature must make a DC 14 Dexterity saving throw, on a failed save they take 1d10 fire damage, and the creature take 1d4 fire damage at the start and end of their next turn.

Bonus Actions

Cunning Action Dash. The creature can move up to it's movement speed again.

Description

This Bandit Champion rose the ranks with their pin point archery and special bow. They hit their shots and can send out a random arrow that can slow down the strongest barbarians or send the smartest wizards flying away.

Monster Tags: NPCHuman

Habitat: ArcticCoastalDesertForestHillUrban

SkeleFilms

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