Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 54 (9d10 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +4, INT +6, WIS +4
Skills Athletics +4, Deception +4, Stealth +10
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.

Spellbook. The Bandit Champion's Spell save DC is 15, and attack bonus is + 5. The Bandit Champion gets the following spells.

Cantrips: Invisible Mage Hand, Minor Illusion, Poison Spray and Fire Bolt.

Level One Spells: Alarm, Cause Fear, Color Spray and Disguise Self.

Level Two Spells: Blur, Hold Person, Heat Metal, Knock and Shatter.

Level Three Spells: Blink, Hunger of Hadar and Summon Shadowspawn.

 

Actions

Casting. The Bandit Champion can cast one spell from their spell book

Reactions

Return to Sender (Recharge 5). If the The Bandit Champion is going to be hit by a spell or needs to make a saving throw against a spell, it can use it's reaction to reverse the spell. Sending it back to the attacker. The Bandit Champion still needs to roll to hit if it is a spell attack.

Description

This Bandit Champion rose the ranks with their substantial knowledge of magic, they used the weave to get what they want. Now that they have it, they turn their sights to your party, a strong low level fight that will give your party a run for their money when paired with other bandits or on their own.

Monster Tags: NPCHuman

Habitat: ArcticCoastalDesertForestHillUrban

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