Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 15 Natural
Hit Points 54 (4d12 + 6)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
16 (+3)
Saving Throws STR +6, CON +4
Skills Athletics +4, Deception +4
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Reckless Attack. The Bandit Barbarian can decide to attack with advantage on their turn, but all attacks have advantage against the Bandit Barbarian until the start of their next turn.   

Danger Sense. The Bandit Barbarian has an advantage on Dexterity saving throws against effects that the Bandit Barbarian can see, such as traps and spells. To gain this benefit, the Bandit Barbarian can't be Blinded, Deafened, or Incapacitated. 

Savage Attacker. The Bandit Barbarian can reroll their damage once per turn and use either roll. 

Storm Aura (Weatherman Bandit Only). When the Weatherman Bandit rages their Storm Aura abilities, the effect of the Storm Aura depends on the subtype of Weatherman Bandit. The Weatherman Bandits have a flying speed of 15 feet while raging. 

  • Heatwave Weatherman. When active, the Heatwave Weatherman Bandit deals 3 fire damage to all other creatures in a 10-foot radius. 
  • Monsoon Weatherman. When active, the Monsoon Weatherman Bandit can choose a creature within their aura to make a Dexterity saving throw (DC 13). The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. 
  • Blizzard Weatherman. When active, the Blizzard Weatherman Bandit gives each creature of its choice in their aura gains 3 temporary hit points. 

Magic Detection (Chaos Bandit Only). The Chaos Bandit knows the location of any magic within 30 ft of them that is not behind total cover. 

Chaos Surge (Chaos Bandit Only). When the Chaos Bandit rages, roll on a Wild Magic table (d8, d100, d1000, etc.). DCs are 13.

Beast Transformation (Mauler Bandit Only). While the Mauler Bandit is raging, they gain the following attacks:

  • Bite. On a hit, the Mauler Bandit regains a number of hit points equal to half the damage done. 
  • Claw. The Mauler Bandit does two of these attacks as part of the same attack.  
  • Tail. The Mauler can use their reaction to add 1d8 to their AC when the target of an attack by a creature within 10 feet of the Mauler Bandit.

Divine Fury (Divine Fury Bandit Only). While raging, the Divine Fury Bandit deals an extra 1d6 + 2 necrotic or radiant damage with weapon attacks. 

Fanatical Focus (Divine Fury Bandit Only). While raging, the Divine Fury can reroll a failed saving throw, but must use the new roll. 

Spiked "Armor" (Spike Thief Bandit Only). The skin of the Spike Thief Bandit has large metal spikes protruding from it. If the Spike Thief Bandit grapples a creature, the target takes 3 piercing damage each round. 

 Frenzy (Berserker Bandit Only). As a bonus action, the Berserker Bandit can make a melee weapon attack. 

 Dominate Beast (Beast Bandit Only). The Beast Bandit can forcefully use the spell Beast Sense on an unwilling beast through an ever-burning branding iron fused into its hand. The beast must succeed on a DC 13 Wisdom saving throw or be under the effects of the Beast Sense spell and have its muscle system (Movement) under the control of the Beast Bandit for an hour. When the effect ends naturally, the beast regains its senses but loses 1d4 Wisdom permanently and is scarred by the branding. If the Beast Bandit ends the effect early or is killed while possessing a beast, the beast's neck will twist and break in a horrific manner, killing the beast. Dominate Beast doesn't work on beasts that are a part of the Players' party (companions/minions) or if a Player(s) is a Beast. 

Beast Modifications (Beast Bandit Only). The Beast Bandit has been modified either by arcane or scientific means with one or more beast parts:

  • Bear Modification I. While raging, the Beast Bandit has resistance to all damage except psychic damage. 
  • Eagle Modification I. While raging, other creatures have disadvantage on opportunity attack rolls against the Beast Bandit; they can also take the Dash action as a bonus action on their turn. 
  • Elk Modification I. While raging and not wearing heavy armor, the Beast Bandit's walking speed increases by 20 feet.
  • Tiger Modification I. While raging and sealthed, the Beast Bandits' speed increases by 10 and deals an extra damage die on a weapon attack. 
  • Wolf Modification I. While raging, the Beast Bandits' allies have advantage on melee attack rolls against any creature within 5 feet of the Beast Bandit that is hostile to the Beast Bandit. 

Spirital Slaves (Spirit Slaver Bandit Only). While raging, the Spirit Guard Bandit can summon spectral slaves. The first creature the Spirit Guard Bandit hits becomes the target of the spectral slaves. Until the start of the Spirit Guard Bandit's turn, the target has disadvantage on any attack roll that is not against the Spirit Slaver Bandit. If another creature is hit by the target, the creature has resistance to the damage done by the target. 

Giant's Power (Towering Bandit Only). The Towering Bandit knows the Thaumaturgy and Druidcraft cantrips and can speak giant.

Giant's Havoc (Towering Bandit Only). While raging, the Towering Bandit has the following abilities:

  •  Crushing Hurl (Towering Bandit Only). When the Towering Bandit makes a successful ranged attack with a thrown weapon using Strength, they add their Rage Damage bonus to the attack's damage roll. 
  • Giant's Stature (Towering Bandit Only). The Towering Bandit's reach increases by 5 feet and becomes Large, along with everything they are wearing. If there is not enough room for them to become Large, they still do regardless of the consequences. 

 

Actions

Multiattack. The Bandit Barbarian makes two attacks.

Whip (Heatwave Weatherman and Beast Bandits). Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage.

Shovel (Heatwave Weatherman Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage.

Boat Oar (Monsoon Weatherman Bandit). Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage.

Ship Boarding Axe (Monsoon Weatherman Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing or Piercing damage. While holding the axe, the Monsoon Weatherman Bandit has a climbing speed of 20 feet. 

Great Axe (Blizzard Weatherman and Chaos Bandits). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage.

Bite (Mauler Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage.

Tail (Mauler Bandit). Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Piercing damage.

Claw (Mauler Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.

Maul (Mauler Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Bludgeoning damage.

Hammer (Divine Fury Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage.

Spikey Bash (Spike Thief Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage.

Greatsword (Berserker Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Slashing damage.

Spear (Beast Bandit). Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d6 + 4) Piercing damage.

Hand Axe (Berserker Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.

Scythe (Spirit Slaver Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Slashing damage.

Chain Sickle (Spirit Slaver Bandit). Melee Attack Roll: +6, reach 35 ft. Hit: 6 (1d4 + 4) Slashing damage. On a hit, the target must succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check or be dragged within 5 feet of the Spirit Slaver Bandit. 

Tree (Towering Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 4) Bludgeoning damage. 

Hunting Rifle (Blizzard Weatherman Bandit). Ranged Attack Roll: +4, range 80/240 ft. Hit: 13 (2d10 + 2) Piercing damage.

Handgun (Chaos Bandit). Ranged Attack Roll: +4, range 30/120 ft. Hit: 6 (2d4 + 2) Piercing damage.

Sawed Off (Divine Fury Bandit). Ranged Attack Roll: +4, range 10/30 ft. Hit: 8 (2d6 + 2) Piercing damage.

Boulder (Towering Bandit). Ranged Attack Roll: +6, range 80/240 ft. Hit: 10 (1d12 + 4) Bludgeoning damage.

 

Bonus Actions

Rage. As a bonus action, the Bandit Barbarian can enter a rage. While raging, they gain the following benefits. 

  • The Bandit Barbarian gains advantage on Strength checks and Strength saving throws.
  • When the Bandit Barbarian makes a melee weapon attack using Strength, they deal an extra 2 damage.
  • The Bandit Barbarian gains resistance to bludgeoning, piercing, and slashing damage. 

Spikey Jab (Spike Thief Bandit Only). Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.

Frenzy (Berserker Bandit Only). As a bonus action, the Berserker Bandit can make a melee weapon attack. 

Description

Weatherman Bandit. Weatherman Bandits gather in mass to cause environmental disasters. The Heatwave Weatherman's skin is badly burned and rough like sand. The Monsoon Weatherman's skin is scarred with root-like scars going down their bodies, and clumps of wet sand and debris cover parts of their bodies. The Blizzard Weatherman's skin is cold and blue, and ice has formed over their bodies. While raging, they can summon a cloud to ride on. 

Chaos Bandit. Twisted by the strange energy found in what is currently believed to be the Plane of Elemental Chaos. After the attempted multiversal convergence by the Mad Titian King, the leader and founder of the Church of Chaos, crystals housing the energy have been observed forming in areas where either universes collided, partially near former rift openings, or the Fractured Weave Wasteland. Chaos Bandits appear to be the primary heavy lifters in the Bandits' illicit mining and processing operations of the crystals. 

Mauler Bandit. More beast than humanoid at this point. Their flesh is falling off, revealing their brain, which leads to it being infested with parasites. It also reveals the source of the Barbarian Bandits' rage, the mind-destroying chemical compote.  

Divine Fury Bandit. Their loyalty to the Bandit Emperor never falters. The Divine Fury Bandit will fight until they die in the Bandit Emperor's name. 

Spike Thief Bandit. The Spike Thief Bandit has been skinned and had large nails placed underneath their skin before it was sewn back on. For some reason, they insist that they are Dwarves, regardless of the species. 

Berserker Bandit. Always raging, they are covered in gaping wounds and will not stop hunting down and attacking enemies until they die. Due to the forced chemical abuse done to them, they have forgotten everything and have become a danger to everyone around them. 

Beast Bandit. Beast Bandits are made of mismatched animal parts that have been grafted or genetically engineered into them by Bandits to make a stronger grunt. 

 Spirit Guard. The skin of the Spirit Guard Bandit is pale and cold, their eyes sunken, and their mouth stitched closed and filled with sorrow. Scars cover the backs of these bandits, and parchment with symbols of necromancy nailed into their chests. The chain of the sickle is hidden within their palm and through their arm; the removal of this chain causes the Spirit Guard immense pain and often death days later. The Spirits summoned by the Spirit Guard are the enslaved souls of those killed by the bandit; they can only be free after the Spirit Guard is dead or the parchments are burned to dust. Spirit Guard Bandits will often dress in clothes fashioned from the skin of the bodies of these souls. Spirit Guard Bandits will often go out of their way to target humanoids with abnormal features for the sake of fashion. 

 Towering. While not raging, Towering Bandits have saggy skin. However, while raging, their skin appears stretched out, ripping in certain areas. The Towering Bandit has been mutilated in ways to mimic the abnormalities found on some types of giants, particularly lesser giants. 

Arcane Storm (Weatherman Bandit Only). When at least 8 Weatherman, Storm, or Tempest Bandits of the same storm type are within a 25-foot radius of each other, they can conjure a storm of their subtype. The effects of the storm happen within a 1-mile radius centered on the ritual. The ritual must take place over the course of 6 days, the storm radius increasing by 1 mile each day. At the end of the 6 days, the storm radius extends to a 6-mile radius centered on the ritual. The ritual will stop if at least 8 Weatherman, Storm, or Tempest Bandits aren't tending to it constantly. Upon the end of the sixth day, the ritual cannot be ended by stopping the Bandits and must be stopped manually by destroying the storm's heart. The regional effects of the storm depend on the storm type. The area within the inner 4.5 miles of the radius is Desecrated Ground. Once the Storm's Heart is destroyed, the temperature will go back to normal, creatures drawn to the storm will return to where they came from, and the weather will go back to normal over the course of 1d12 days. Any damages caused by storms, glacier movement, sinkholes, earthquakes, etc., will not go away. 

Heatwave. The area with the ritual becomes dry and hot within the outer 3.25-mile radius; the inner 2.75-mile radius has become semi-volcanic after the ritual has been completed. The area inside the radius has become 100°F or higher closer to the Storm's Heart, regardless of the environment, and is under the effects of extreme heat. All sources of water are unnaturally heated; the closer the water is to the storm heart, the hotter and more tainted the water becomes until it is toxic or boiled away. Plant life that cannot survive in the extreme heat will begin to wither and burn, starting wildfires. Small earthquakes may happen once an hour within the radius; within the volcanic area, these quakes can cause magmatic fissures on the surface. Within 3 miles, the land has become difficult terrain. Within about a 4-mile radius, the sky becomes darkened by noxious gas. Creatures with connections to fire and heat are drawn to the storm. To start the ritual, the heart of an ancient red or brass dragon must be wrapped and stitched into a false flesh made from the skin of fire giant forgecallers. Then a fence made from the rib bones of fire giants and Red or Brass dragons and four fire giant skulls placed true north, true east, true south, and true west in a 60-foot ring around the heart. Ritual marking must be placed in a 30-foot ring around the heart and connect the heart to the skulls via chain-like lines; the marking must be made from volcanic ash and or fiery blood. Next, for six days, the Heatwave Weatherman, Storm, and Tempest Bandits must funnel magic and captured fire elementals into the heart to bring the storm to life. The Heart has an AC of 14 and 350 hit points, the Heart has zero movement speed, and cannot speak or understand languages. The Heart is immune to Fire damage and is a construct. In a 30-foot radius of the Heart, the area is burning hot; any creature that is not resistant or immune to fire damage must make a Constitution saving throw DC 14 or take 8 fire damage on a failed save or half as much on a successful save. If the Heart is damaged, all creatures with connections to fire and heat become aware that it is being attacked and will try to defend it. 

Monsoon. The area within a 6-mile radius of the ritual becomes windy and wet; hurricanes have begun to form within the inner 3 miles of the storm. The area within the storm's radius becomes obscured by wind and rain that becomes stronger and heavier the closer to the storm's heart. The area is under the effects of Strong winds and Heavy Precipitation. The temperature becomes tropical, regardless of the environment. Thunderstorms are constant, darkening the sky and causing rapid, powerful lightning strike that may strike creatures caught within the storm (At DM's discretion, all creatures must roll a d20 on a 1-10 the creature is stuck with lightning, on a 11-20 the lightning strikes near them, a creature made of metal, flying, is large or bigger (standing alone), or is wearing metal/holding metal above their head has -5 to the roll per condition; creatures that fail must make a Dexterity saving throw (DC 16) on a failed save the creature takes 4d6 (14) lightning damage or half on a successful save. In areas of solid ground, sinkholes lie in the eroded ground hidden by mist and fog; the sinkholes can be spotted by a DC 20 Wisdom (perception) check. If a creature steps on the thin crust covering the sinkhole must succeed on a DC16 Dexterity saving throw or fall 1d8x15 feet into the sinkhole. In the area of sand, quicksand can appear. 2.85 miles out from the storm's heart, the wind has become strong enough to lift objects and throw them around. Trees are uprooted and hurled around, buildings without foundations follow suit, causing extra danger to those within the storm. Creatures not used to the weather may be in a state of panic and or aggression, some while attempting to cling to people. 4 miles into the storm, flash floods may occur at any time, requiring creatures to seek higher ground. In areas already flooded, aquatic creatures and elementals brought in by the floods may attack those caught in the water. Thick mud will cause difficult terrain for those passing through. Creatures with connections to storms and water are drawn to the storm. To start the ritual, the heart of an ancient blue or bronze dragon must be wrapped and stitched into a false flesh made from the skin of a storm giant tempest caller. Then, a fence made from the rib bones of storm giants and blue or bronze dragons and four skulls of storm giants must be placed true north, true east, true south, and true west in a 60-foot ring around the heart. Ritual marking must be put in a 30-foot radius around the heart and link the heart with chain-like lines connecting the heart to the skulls. The markings must be done in the ash of lightning-struck wood, lightning-struck sand, copper shavings, gold shavings, and or electric blood. Then, for six days, Monsoon, Storm, and Tempest Bandits must funnel magic and captured storm elementals into the heart to bring the storm to life. The Heart has an AC of 15 and 245 hit points, the Heart has zero movement speed, and cannot speak or understand languages. The Heart is immune to lightning damage and is a construct. In a 30-foot radius of the Heart, the area is affected by strong winds, posing a disadvantage to ranged attacks against the Heart. Any creature that enters the area or ends their turn in the radius must succeed on a DC 15 Strength (Athletics) saving throw or roll a d20; on 11-20, they are knocked prone, and on a 1-10, they are knocked prone and thrown out of the radius. If a creature hits the Heart with a metal melee weapon, it takes 5 lightning damage. If the Heart is damaged, all creatures with connections to storms, water, and lightning become aware that it is being attacked and try to defend it. 

Blizzard. The area within a 6-mile radius of the ritual becomes cold and frozen, and large glaciers begin to form within the inner 2.5 miles of the storm. The area within the radius becomes 0°F or lower closer to the Storm Heart. Regardless of the environment, the area within the radius is under the effects of extreme cold, and creatures without resistance or immunity to cold damage have a disadvantage on Strength and Dexterity checks. All water is freezing cold and may be frozen over in thicker sheets of ice, the closer the source is to Storm's Heart. Freezing rain pours down constantly in the outer 1.73-miles of the storm's radius, the entire area is prone to hailstorms (1-13 Hail, 14 or above no Hail, hail last for 6 hours at time, the roll happens every 4 to 6 hours) [roll]1d20[/roll], 4.27 miles into the radius is in an endless blizzard. Thick, cold fog obscures the entire 6-mile area, becoming thicker closer to the Storm's Heart. The area is under Heavy Precipitation due to snowfall. Closer to the Storm's Heart walls of ice begin to form; the ice walls are 6 inches thick and 10 feet long, it has an AC of 5 and 15 hit points, are vulnerable to fire damage, and are immune to cold, acid, necrotic, poison, and psychic damage. The area with the inner 4.5 miles is covered in spots of slippery ice, making it difficult terrain. The sky is darkened by the intense blizzard. Creatures with a connection to ice and the cold are drawn to the storm. To start the ritual, the heart of an ancient white or silver dragon must be wrapped and stitched into a false flesh made from the skin of frost giant ice shapers. Then a fence made from rib bones of frost giants and White or Silver dragons and four skulls of frost giants, placed true north, true east, true south, and true west placed in a 60-foot ring around the heart. Ritual markings must be placed in a 30-foot ring around the heart and link the heart to the skulls via chain-like lines; the markings must be made with ice or chilly blood. Next, for six days, Blizzard Weatherman, Strom, and Tempest Bandit must funnel magic and captured ice elementals into the heart to bring it to the storm to life. The Heart has an AC of 22 and 225 hit points, the Heart has zero movement speed, and cannot speak or understand languages. The Heart is immune to cold damage and is a construct. In a 30-foot radius of the Heart, the area is slippery ice; any creature that is not resistant or immune to cold damage must make a Dexterity (Acrobatics) saving throw DC 16 or move until they hit something and fall prone on a failed save or move an additional 10 feet on a successful save. If they hit a creature, it must make a Strength (Athletic) saving throw DC 16; if they succussed, they don't move or fall prone as well, if they fail, they fall prone and move until they hit something with the first creature, If the Heart is damaged all creatures with connections to ice and cold become aware that it is being attacked and try to defend it. 

Habitat: Any

BruceMark

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