Medium Humanoid, Neutral Evil
Armor Class 15 Studded Leather
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Intimidation +4, Persuasion +4
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

 

Multiattack: The bandit leader makes two melee attacks.

Rapier: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Heavy Crossbow: Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

 

 

Reactions

Parry: The bandit adds 2 to its AC against one melee attack that would hit it.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Roamcrijger25528

Comments

Posts Quoted:
Reply
Clear All Quotes