Pact Boon. The Warlock Bandit has a boon given by someone unknown.
- Pact of the Blade (Mad, Radiance Thief, Fell-Blade, and Ever-dying Bandits Only). Their weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon can be used as a spell focus.
- Pact of the Tome (Deathless and Elder Bandits Only). These Bandits add Toll of the Dead, Mind Sliver, and Infestation to their spells. These Bandits can cast two cantrips as an attack.
- Pact of the Chain (Deep End and Demonic Bandits Only). These Bandits have a minion that follows them. The minion takes its turn after their master (Steam Mephit and Imp Stat Blocks). When summoned, they gain a flying or swimming speed of 40. As a reaction, these Bandits can give their minions resistance to an attack.
- Pact of the Talisman (Elemental Bandits Only). Twice per battle, the Elemental Bandits can add a d4 to a failed saving throw. When the Elemental Bandits are hit by an attack by a creature they can see within 30 feet of them, they can use their reaction to deal 2, fire, cold, acid, or lightning damage to the attacker and are pushed 10 feet away from the Bandit.
Eldritch Invocations. The Bandit Warlock has certain Invocations.
- Thirsting Blade (Fell-Blade Bandit Only). The Fell-Blade Bandit can attack twice.
- Lesser Minions of Chaos (Elemental Bandits Only). The Elemental Bandits can cast Summon Elemental at will, without expecting a spell slot once per battle.
- Sigh of Ill Omens (Mad Bandit Only). The Mad Bandit can use the power of Fae to cast Bestow Curse at will, without using a spell slot once per battle.
- Fiendish Vigor (Demonic Bandit Only). Demonic Bandit can cast False Life on themself at 1st level, at will, without expanding a spell slot.
- Repelling Blast (Deep End Bandit Only). When the Deep End Bandit hits a target with an Eldritch Blast, they can push them back 10 feet in a straight line.
- Armor of Shadows (Ever-Dying Bandit Only). The Ever-Dying Bandit can cast mage armor at will, without expending a spell slot.
- Lance of Lethargy (Elder Bandit Only). When the Elder Bandit hits a target with Eldritch Blast, the target's speed is reduced by 10 feet until the end of the Elder Bandit's next turn.
- Eldritch Sight (Elder Bandit Only). The Elder Bandit can cast Detect Magic at will, without expanding a spell slot.
- Devil's Sight (Deathless Bandit Only). The Deathless Bandit can see normally in darkness and magical darkness for 120 feet.
- Undying Servitude (Deathless Bandit Only). The Deathless Bandit can cast Animate Dead at will, without spending a spell slot, once per battle.
- Beguiling Influence (Radiance Thief Bandit Only). The Radiance Thief gains proficiency in the Deception and Persuasion skills.
Among the Dead (Ever-Dying Bandit Only). When targeted by a non-AOE attack by an undead, the undead must make a Wisdom saving throw of 15. On a failed save, the attacker must target someone else or forfeit their attack. On a successful save, the undead is immune to the effect for 24 hours. An undead is also immune to this effect if they are hit or damaged by the Ever-Dying Bandit.
Awakened Mind (Elder Bandit Only). The Elder Bandit can speak to any creature that can understand at least one language, that they can see within 30 feet of them, telepathically as if they shared a language.
Fey Madness (Mad Bandit Only). Once per day, the Mad Bandit can use their action to cause each creature in a 10-foot cube originating from them to make a Wisdom saving throw (DC 13). On a failed, the creature is charmed or frightened by the Mad Bandit (their choice) until the end of their next turn.
Tentacle of the Deep (Deep-End Bandit Only). As a bonus action, the Deep-End Bandit can summon a 10-foot-long tentacle at a point they can see within 60 feet of the Deep-End Bandit. The tentacle lasts for 1 minute or until the Deep-End uses this feature again. The Deep-End Bandit can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of the Deep-End Bandits' next turn. As a bonus action, the Deep-End Bandit can move the tentacle up to 30 feet and repeat the attack. The Deep-End Bandit can summon the tentacle 3 times per day.
Gift of the Sea (Deep-End Bandit Only). The Deep-End Bandit has a swimming speed of 40 feet and can breathe underwater.
Form of Dread (Deathless Bandit Only). Three times a battle, as a bonus action, the Deathless Bandit gains the following for 1 minute:
- The Deathless Bandit gains 1d10 + 3 temporary hit points.
- When the Deathless Bandit hits a creature with an attack roll, they are forced to make a Wisdom saving throw (DC 13), and if the saving throw fails, the target is frightened of the Deathless Bandit until the end of the Deathless Bandit's next turn.
- The Deathless Bandit is immune to the frightened condition.
Fell-Blade's Curse (Fell-Blade Bandit Only). As a bonus action, the Fell-Blade can choose a creature they can see within 30 feet of them. The target is cursed for 1 minute. The curse ends early if the target dies, the Fell-Blade Bandit dies, or is incapacitated. Until the curse ends, the Fell-Blade gains the following benefits:
- The Fell-Blade Bandit gains a bonus 2 damage to damage rolls against the cursed target.
- Any attack roll the Fell-Blade Bandit makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, the Fell-Blade regains 6 hit points.
Hex Warrior (Fell-Blade Bandit Only). The Fell-Blade Bandit gains +3 to AC and +2 to their Initiative roll.
Elemental Magic (Elemental Bandits Only). The Elemental Bandits have the following spells: Sanctuary (Earth Bandit), Thunderwave (Wind Bandit), Burning Hands (Fire Bandit), Fog Cloud (Water Bandit).
Elemental Power (Elemental Bandits Only). The Elemental Bandits have a resistance to the damage determined by the Genie they mimic: bludgeoning (Earth Bandit), thunder (Wind Bandit), fire (Fire Bandit), or cold (Water Bandit). The Elemental Bandit can also have a flying speed of 30 feet and can hover.
Dark Might (Demonic Bandit Only). The Demonic Bandit has the following:
- Once per turn, the Demonic Bandit can gain a number of temporary hit points equal to half the damage they dealt with an attack.
- When the Demonic Bandit makes an ability check or a saving throw, they can add a d10 to the roll after seeing the result. The Demonic Bandit can do this once per day.
Stolen Light (Radiance Thief Bandit Only). The Radiance Thief Bandit adds Light and Sacred Flame to their spells. The Radiance Thief also has a pool of 5d6s. As a bonus action, the Radiance Thief Bandit can heal one creature they can see within 60 feet of them, spending up to 3 dice from the pool. Roll the dice they spend, add them together, and restore a number of hit points equal to the total. The pool regains all expended dice the next dawn.
Spell Casting. Spell attack +5 DC 13
At Will. Eldritch Blast, Green-Flame Blade, Poison Spray, and Lightning Lure.
2/Day. Armor of Agathys, Arms of Hadar, Bane, Cause Fear, Charm Person, Detect Magic, Distort Value, False Life, Hellish Rebuke, Hex, Illusory Script, Ray of Sickness, Tasha's Hideous Laughter, Witch Bolt, Blindness/Deafness, Cloud of Dagger, Crown of Madness, Darkness, Earthbind, Enthrall, Hold Person, Invisibility, Mind Spike, Mirror Image, Misty Step, Ray of Enfeeblement, Shadow Blade, Shatter, Silence, Spider Climb, and Suggestion.
Multiattack. The bandit makes one attack with their weapon and a spell.
Rusty Greatsword (Ever-Dying Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Slashing damage.
Vertebrae Sword (Deathless Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Toy Blackrazor (Fell-Blade Bandit). Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 4) Bludeoning damage.
Earthen Maul (Earth Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d6 + 3) Bludeoning damage.
Storm Blade (Wind Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Lightning damage. The damage can also be Thunder.
Heated Blade (Fire Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Fire damage.
Aquatic Lash (Water Bandit). Melee Attack Roll: +5, reach 15 ft. Hit: 6 (1d6 + 3) Cold damage.
Thorny Vine Whip (Mad Bandit). Melee Attack Roll: +6, reach 15 ft. Hit: 6 (1d4 + 4) Slashing damage.
Pitch Fork (Demonic Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Fire damage.
Far Realm Blaster (Elder Bandit). Ranged Attack Roll: +5, range 60/180 ft. Hit: 7 (1d8 + 3) Psychic damage.
Lightning Bolt (Deep-End Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Lightning damage.
Light Crossbow (Radiance Thief Bandit). Ranged Attack Roll: +6, range 80/320 ft. Hit: 8 (1d8 + 4) Radient damage.
Tentacle of the Deep (Deep-End Bandit Only). As a bonus action, the Deep-End Bandit can summon a 10-foot-long tentacle at a point they can see within 60 feet of the Deep-End Bandit. The tentacle lasts for 1 minute or until the Deep-End uses this feature again. The Deep-End Bandit can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of the Deep-End Bandit's next turn. As a bonus action, the Deep-End Bandit can move the tentacle up to 30 feet and repeat the attack. The Deep-End Bandit can summon the tentacle 3 times per battle.
Form of Dread (Deathless Bandit Only). Three times a battle, as a bonus action, the Deathless Bandit gains the following for 1 minute:
- The Deathless Bandit gains 1d10 + 3 temporary hit points.
- When the Deathless Bandit hits a creature with an attack roll, they are forced to make a Wisdom saving throw (DC 13), and if the saving throw fails, the target is frightened of the Deathless Bandit until the end of the Deathless Bandit's next turn.
- The Deathless Bandit is immune to the frightened condition.
Fell-Blade's Curse (Fell-Blade Bandit Only). As a bonus action, the Fell-Blade can choose a creature they can see within 30 feet of them. The target is cursed for 1 minute. The curse ends early if the target dies, the Fell-Blade Bandit dies, or is incapacitated. Until the curse ends, the Fell-Blade gains the following benefits:
- The Fell-Blade Bandit gains a bonus 2 damage to damage rolls against the cursed target.
- Any attack roll the Fell-Blade Bandit makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, the Fell-Blade regains 6 hit points.
Description
Ever-Dying Bandit. Gaunt and frail, the Ever-Dying Bandit appears like a walking dried corpse. With dusty blood and rusted gear, the Ever-Dying Bandit roams unspeaking.
Elder Bandit. A mind twisted by eldritch revelations, their bodies twisted by exposure to the Far Realm. Elder Bandits will turn into Allip with hours of death. Elder Bandits may try to turn others into an Allip.
Mad Bandit. Maddened by the Fey, Mad Bandits seek to cause chaos and madness wherever they go. They are wrapped head to toe in thorny vines and have a constant maniacal laugh.
Deep-End Bandit. Drowned and looking more like a reef or low tide pool, the Deep-End Bandit looks as bad as bad could be; however, it gets worse when, after being cut, small sea life tends to crawl or spill out from their veins. The Deep-End Bandit has been modified to have bio-electrical organs.
Deathless Bandit. Wrapped and bound tightly in their own skin, they hop around casting spells until they activate their form of dread ability, in which they tear through their skin, revealing their skinless bodies, and begin to wield their vertebrae as a sword.
Fell-Blade Bandit. Fell Blade Bandits like to make people think that they are the best and bravest of the Bandit Warlocks because they have the Blackrazor. Well, that's what they want people to think anyway; they are actually wielding a toy replica that magically spouts out prerecorded nihilistic comments.
Elemental Bandits. The Elemental Bandits look like genies:
- Earth Bandits look like Doa, and their lower half turns into a sandstorm while they fly. Earth Bandits primarily steal gemstones and act as stand-in slave masters when an Enslaver Bandit is unavailable.
- Wind Bandits look like Djinni, and their lower half turns into a cyclone of wind while they fly. Wind Bandits are the least evil of the Bandits and primarily live to cause pranks and mischief; they also steal wine.
- Fire Bandits look like Efreeti, and their lower half turns into flames while they fly. Fire Bandits primarily steal metals from forges.
- Water Bandits look like Marid, and their lower half turns into columns of foaming water. Water Bandits work to kidnap important figures on behalf of the Bandits, usually during storms or heavy fog.
Demonic Bandits. The Demonic Bandits are brunt and crispy looking; they also smell like sulfur.
Radiance Thief Bandits. The Radiance Thief Bandits pretend to be holy figures to convince people to join the Bandits. The Light they have stolen is inside of them.
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Posted Jun 7, 2026this is NOT CR 2.