Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 14
Hit Points 40 (4d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +4, CHA +5
Skills Deception +8, Persuasion +8
Gear Their Weapon
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Bardic Inspiration. The Bandit Bard can choose one creature within 60 feet of them who can hear them, other than themselves, and as a bonus action, they give them a d6 Bardic Inspiration die. Once within the next 10 minutes, the creature can roll the die and add the rolled number to an ability check, attack roll, or saving throw it makes. The Bandit Bard can use this ability 4 times per day. 

Combat Inspiration ("Hero" Bandit Only). A creature with a Bardic Inspiration die can roll that die and add it to the damage roll or can use their reaction to add the rolled die to their AC against the attack.

Studded Leather ("Hero" Bandit Only). The "Hero" Bandit has +2 to AC.

Cutting Words (Knowledge Bandit Only).  When a creature that the Knowledge Bandit can see within 60 feet of them makes an attack roll, an ability check, or a damage roll, the Knowledge Bandit can use their reaction to expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. They can choose to make this roll after the creature rolls, but before the results are decided. The creature is immune if it can't hear the Knowledge Bandit or if they are immune to being charmed. 

Big Brain (Knowledge Bandit Only). The Knowledge Bandit adds Mind Sliver, Chaos Bolt (Psychic), Mind Spike, and Intellect Fortress to their spells and has a flying speed (Hover) of 30 ft and a walking speed of 0 ft.

Silver Tongue (Silver Tongue Bandit Only). When rolling a Persuasion or Deception check, the Silver Tongue Bandit treats a d20 roll of 9 or lower as a 10. 

Unsettling Words (Silver Tongue Bandit Only). As a bonus action, the Sliver Bandit can expend one use of Bardic Inspiration and choose one creature they can see within 60 feet of them. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of the Sliver Tounge Bandit's next turn.

Psychic Blades (Whisper Bandit Only). When the Whisper Bandit hits a creature with a weapon attack, they can expend one use of their Bardic Inspiration to deal an extra 2d6 psychic damage to that target. 

Words of Terror (Whisper Bandit Only). If the Whisper Bandit speaks to an alone humanoid for at least 1 minute, they can make the target make a Wisdom saving throw (DC 13). On a failed saving throw, the humanoid is frightened by a creature(s) of the Whisper Bandits' choice for an 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. The target does not know the Whisper Bandit tried to frighten them on a success.

Mote of Potential (Creative Bandit Only). When a creature uses the Creative Bandits Bardic Inspiration Die, the gains a benefit based on what it was used for:

  •  Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use. 
  • Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target of the attack and each creature the attacker can see of their choice within 5 feet of them must succeed on a Constitution saving throw (DC 13) or take thunder damage equal to the number rolled on the Bardic Inspiration die. 
  • Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature gains temporary hit points equal to the number rolled on the Bardic Inspiration die + 3.  

Paint of Creation (Creative Bandit Only). As an action, the Creative Bandit can paint one nonmagical item or creature of their choice into reality within 10 feet of them. The item can not be worth more than 80 gp, and the creature must be of CR 2 or lower; both must be Medium or smaller. The item or creature disappears in 3 hours. The creature is friendly to the Creative Bandit and their allies. The Creative Bandit can do this once per long rest or by using a spell slot of 2nd level or higher. 

Mantle of Inspiration (Beauty Bandit Only). As a bonus action, the Beauty Bandit can expend one use of Bardic Inspiration to grant themself a wondrous appearance. When they do so, all Bandits within 60 feet that can see the Beauty Bandit gain 5 temporary hit points. Three Bandits within 60 feet of the Beauty Bandit, of their choice, can use their reaction to move up to its speed, without provoking opportunity attacks. 

Enthralling Performance (Beauty Bandit Only). If the Beauty Bandit performs a song for at least 1 minute, 5 humanoid creatures who could hear the song within 60 feet that the Beauty Bandit could see must make a Wisdom Saving throw (DC 13). On a failed save, the creature is charmed and idolizes the Beauty Bandit. It speaks glowingly of the Beauty Bandit to anyone who talks to it and hinders anyone who opposes the Beauty Bandit, violently if they must. This effect lasts 24 hours or if it takes damage. If a target succeeds on its saving throw, the target does not know the Beauty Bandit tried to charm them, even after the effect ends.

Blade Flourish (Slasher Bandit Only). When the Slasher Bandit makes an attack on their turn, their speed increases by 10 feet until the end of their turn. If the attack hits a creature, the Slasher Bandit can perform one of the following Blade Flourishes once per turn:

  • Defensive Flourish. The Slasher Bandit can expend one use of their Bardic Inspiration to cause the weapon to deal extra damage to the target they hit. The damage equals the number they rolled on the Bardic Inspiration die. They also add the numbered roll to their AC until the start of their next turn. 
  • Slashing Flourish. The Slasher Bandit can expend one use of their Bardic Inspiration to cause the weapon to deal extra damage to the target they hit and any other creature of their choice within 5 feet of the Slasher Bandit. The damage equals the number they roll on the Bardic Inspiration die. 
  • Mobile Flourish. The Slasher Bandit can expend one use of their Bardic Inspiration to cause the weapon to deal extra damage to the target they hit. The damage equals the number they rolled on the Bardic Inspiration die. The Slasher Bandit can also push the target up to 5 feet away from the Slasher Bandit, plus a number equal to the number they rolled on that die x 5. The Slasher Bandit can then immediately use their reaction to move up their movement speed to an unoccupied space within 5 feet of the target. 

Spell Casting. Spell attack +5 DC 13

At Will. True Strike and Vicious Mockery. 

4/Day.  Charm Person, Color Spray, Command, Cure Wounds, Disguise Self, Dissonant Whispers, Distort Value, Earth Tremor, Heroism, Hideous Laughter, and Thunderwave. 

2/Day. Blindness/Deafness, Crown of Madness, Entrall, Heat Metal, Invisibility, Mirror Image, and Shatter.

 

Actions

Multiattack ("Hero" Bandit Only). The bandit makes a spell attack and a weapon attack.

Large Paint Brush (Creative Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Fire damage. The Large Paint Brush can change damage as a bonus action to one of the following: Fire, Cold, Lightning, Poison, Acid, Necrotic, Radiant, or Psychic. 

Longsword (Slasher Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. 

Trumpet ("Hero" Bandit). Ranged Attack Roll: +5, range 80/240 ft. Hit: 11 (2d8 + 3) Thunder damage. 

Clarinet (Knowledge Bandit). Ranged Attack Roll: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Thunder damage.

Silver Song Blast (Silver Tongue Bandit). Ranged Attack Roll: +5, range 30/90 ft. Hit: 7 (1d8 + 3) Thunder damage. This weapon attack counts as a silver weapon attack.

Lyre (Whisper Bandit). Ranged Attack Roll: +5, range 30/90 ft. Hit: 7 (1d8 + 3) Thunder damage.

Perfume (Beauty Bandit). Ranged Attack Roll: +5, range 30/45 ft. Hit: 9 (1d12 + 3) Poison damage. The Beauty Bandit is immune to their own Perfume, but ignores resistance and immunity on others. 

Bonus Actions

Bardic Inspiration. The Bandit Bard can choose one creature within 60 feet of them, who can hear them, other than themselves and as a bonus action they give them a d6 Bardic Inspiration die. Once within the next 10 minutes, the creature can roll the die and add the rolled number to a ability check, attack roll, or saving throw it makes. The Bandit Bard can use this ability 4 time per battle. 

Mantle of Inspiration (Beauty Bandit Only). As a bonus action, the Beauty Bandit can expend one use of Bardic Inspiration to grant themself a wondrous appearance. When they do so all Bandits within 60 feet, that can see the Beauty Bandit, gain 5 temporary hit points. Three Bandits within 60 of the feet of the Beauty Bandit, of their choice can use their reaction to move up to its speed, without provoking opportunity attacks. 

Description

"Hero" Bandit. These Bandits have a Stone Giant's chin stitched onto them.  

Knowledge Bandit. Lore Bandits have incredibly swollen brains that burst out of their skulls. They say it's because of their high intelligence, but no, it's not.

Silver Tongue Bandit. The Silver Tongue Bandits have tongues encased in silver. The silver is enchanted with a strange, hypnotic magic. 

Whisper Bandit. The Whisper Bandits love to spread gossip and conspiracy theories, causing chaos. The Whispers Bandits have done this so much, they have forgotten what is and isn't real anymore. 

Creative Bandit. The Creative Bandit has stolen a strange and magical paintbrush. The paintbrush can be used by Creation College Bards to create temporary life. The paint on the brush changes the damage type.  

Beauty Bandit. The Beauty Bandit is completely featureless in their true form, besides their eyes. Beauty Bandits use their magic to create fans. They can be used as cannon fodder and minions, and will say anything to get them. The Perfume/Cologne they wield isn't poisonous, just smells really strong.    

 Slasher Bandit. Slasher Bandits find beauty in their macabre art. They go through severe lengths to find the perfect "model" for their art. 

Habitat: Any

Treasure:  Any

BruceMark

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