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