Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 14 Scale Mail
Hit Points 30 (3d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws CON +4, INT +5
Skills Arcana +5, History +5
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 

 Infused Gear. The Bandit Artificer has two pieces Infused Gear. 

  • Enhanced Weapon (Engineer, Smither, and Artillerist Bandits Only). These Bandits have a +1 bonus to attack and damage rolls made with their weapons. 
  • Returning Weapon (Engineer Bandit Only). The Engineer has an additional +1 bonus to attack and damage rolls done with their wretch attack. On a hit or miss the wretch returns to the Engineer Bandit. 
  • Repeating Shot (Artillerist Bandit Only). The Artillerist Bandit's Hand Cannon attack does an additional +1 bonus to their attack and damage rolls. The Artillerist Bandit's Hand Cannon fires twice per attack but will push the Artillerist Bandit back 5 ft per shot. 
  • Resistant Armor (Smither Bandit Only). The Smither Bandit has resistance to one of the following damage types (1d10), acid (1), cold (2), fire (3), force (4), lightning (5), necrotic (6), poison (7), psychic (8), radiant (9), or thunder (10). 
  • Enhanced Defense (Medic Bandit Only). The Medic Bandit has a +1 bonus to their AC. 
  • Repulsion Shield (Medic Bandit Only). The Medic Bandit has additional +3 bonus to their AC. The shield has 4 charges. While holding it, the Medic Bandit can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away.

Steel Defender (Engineer Bandit Only). The Engineer Bandit has a Steel Defender made from a modified, unwilling humanoid. The humanoid has no control but is still conscious and aware of its surroundings. The Steel Defender uses the Steel Defender stat block and has 25 Hit Points. 

Extra Action (Engineer and Smither Bandits Only). The Engineer Bandit has an extra action and bonus action. 

Hand Cannon (Artillerist Bandit Only). The Hand Cannon can deal one of four damage types (1d4), acid (1), cold (2), fire (3), and lightning (4). Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC 14) or suffer 1d8 fire, acid, cold, or lightning damage. If the weapon misses, the ammunition fails to detonate or bounces away harmlessly before doing so.

Just a Cannon (Artillerist Bandit Only). The Artillerist Bandit is joined by a cannon at all times, the cannon has a AC 18, 25 hit points, a 10 in all ability scores, and immune to poison and psychic damage. As a bonus action the Artillerist Bandit can move the cannon 15 feet and can fire the cannon.  

  • Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw 13, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. 
  • Force Ballista: Make a +5 range attack spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. 
  • Protector: The cannon emits a burst of positive energy that grants itself and each creature allied to the Artillerist Bandit with 10 feet of the cannon gain 1d8+3 temporary hit points. 

Arcane Armor (Smither Bandit Only). The Smither Bandit has one of two armor sets. 

  • Infiltrator Set: While the Infiltrator armor is active the Smither Bandit has the following abilities:
    • Lightning Launcher. The Smither Bandit can fire out lightning out of their fist. Once per turn the Smither Bandit can deal an extra 1d6 lighting damage to a target hit by the Lightning Launcher. 
    • Powered Steps. The Smither Bandit's walking speed is increased by 5 feet. 
    • Dampening Field. The Smither Bandit has advantage on Stealth checks. 
  • Guardian Set: While the Guardian set is active the Smither Bandit has the following abilities: 
    • Thunder Gauntlets. A creature hit by the Thunder Gauntlets has disadvantage on attack rolls against targets other than the Smither Bandit until the start of the Smither Bandit's next turn. 
    • Defensive Field. As a bonus action, the Smither Bandit can gain 4 temporary hit points. They can do this twice per battle. 

Experimental Elixir (Medic Bandit Only). At any given time, the Medic Bandit has two syringes filled with elixir. The Medic Bandit doesn't know what they do. The Medic Bandit can make more elixirs by expending a first level spell slot. As an action the Medic Bandit can inject a creature with the elixir, roll a d6 to determine the effect. 

  1. Healing. The creature regains 2d4+4 hit points. 
  2. Swiftness. The creature walking speed increases by 10 feet for 1 hour. 
  3. Resilience. The creature gains a +1 bonus to AC for 10 minutes. 
  4. Boldness. The creature can roll a d4 and add the number rolled to every attack roll and saving throw they make for the minute. 
  5. Flight. The creature gains a flying speed of 10 feet for 10 minutes. 
  6. Transformation. The creature is under the effect of the alter self spell for 10 minutes. The creature choses the effects.  

Spell Casting. The Bandit Artificer has a spell attack of +5 and Spell Save DC of 13.

At Will. Green-Flame Blade, Resistance, Ray of Frost, and Fire Bolt. 

4/day. Absorb Elements, Cure Wounds, Detect Magic, False Life, Grease, Heroism, Sanctuary, Shield, and Caustic Brew. 

 

Actions

Wretch (Engineer Bandit Only). Ranged Attack Roll: +7, reach 30/90 ft. Hit: 9 (1d8 + 5) Bludgeoning damage.

Hand Cannon (Artillerist Bandit Only). Ranged Attack Roll: +7, reach 45/135 ft. Hit: 13 (2d8 + 5) Fire damage.

Smith's Hammer (Smither Bandit Only). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Bludgeoning damage.

Large Syringe (Medic Bandit Only). Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3) Piercing damage. Four times a day the Large Syringe can deal 2d4 poison damage and cause the target to make a successful Constitution saving throw (DC 14) or be poisoned for 1 minute. On each of the targets turns they can repeat the saving throw, ending the effect on a success. 

Lightning Launcher (Smither Bandit Only). Ranged Attack Roll: +5, reach 90/210 ft. Hit: 6 (1d6 + 3) Lightning damage.

 Thunder Gauntlets (Smither Bandit Only). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Thunder damage.

Bonus Actions

Defensive Field (Smith Bandit Only). As a bonus action, the Smith Bandit can gain 4 temporary hit points. They can do this twice per battle. 

Description

Engineer Bandit. Most of the Engineer Bandit's body has been converted into machinery. Engineer Bandits see the creation of their Steel Defenders and other similar creations, as holy duties. The pain of their victim is ignored and their attempts of resistance as ungratefulness. 

Artillerist Bandit. The limbs of the Artillerist Bandit have been cut off and replaced with machinal limbs to better withstand the recoil of their cannon. 

Smither Bandit. The Smither Bandit is wielded into their armor, this cause endless pain. 

Medic Bandit. The Medic Bandit preforms their live experiments with reckless abandonment, those kidnapped by the Bandits and are brought to the Medic Bandits are presumed dead within the hour. The lifespan of the Medic Bandit low, because they will experiment on each other or themselves if no other subject is available. 

Habitat: Any

BruceMark

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