Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 15 Unarmored
Hit Points 40 (4d8 + 8)
Speed 45 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
11 (+0)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +5, WIS +4
Skills Perception +4, Stealth +5, Survival +4
Senses Darkvision 120 ft, Passive Perception 14
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Ki. The Bandit Monk has 3 ki points that can be used for the following (DC 13):

  • Flurry of Blows. After attacking on their turn, the Bandit Monk can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. The Bandit Monk can spend 1 ki point to take the Dodge action as a bonus action. 
  • Step of the Winds. The Bandit Monk can spend 1 ki point to take the Disengage or Dash action as a bonus action. Their jump distance is doubled for the turn. 

Drunken Technique (Drunken Bandit). Whenever the Drunken Bandit uses Flurry of Blows, they gain the benefits of the Disengage action, and their walking speed increases by 10 ft until the end of the current turn. 

Draconic Presence (Dragon Bandit Only). When the Dragon Bandit fails a saving throw, they can choose to succeed instead. They can do this once per day. The Dragon Bandit can speak, read, and write in Draconic. 

Draconic Strike (Dragon Bandit Only). When the Dragon Bandit damages a target with an unarmed strike, they can change the damage type to acid, cold, fire, lightning, or poison.

Breath of the Dragon (Dragon Bandit Only). The Dragon Bandit can use an attack action to breathe out draconic energy in either a 20-foot cone or a 30-foot line, which is 5 feet wide. Each creature in the area must make a successful Dexterity saving throw (DC 13) or take 2d6 acid, cold, fire, lightning, or poison damage. The creature takes half as much on a success. 

 Touch of Death (Deadly Bandit Only). When the Deadly Bandit deals damage with an attack, they regain a number of hit points equal to half the damage, rounded down. 

Extract Aspects (Knowledge Bandit Only). When the Knowledge Bandits hit a creature with an attack granted by Flurry of Blows, they can analyze it. Whenever an analyzed creature misses an attack against the Knowledge Bandit, the Knowledge Bandit can immediately use their reaction to make an unarmed strike against that creature if it's within their reach. When the Knowledge Bandit analyzes a creature, they learn all of its damage vulnerabilities, damage resistance, damage immunities, and condition immunities. 

Arms of the Astral Self (Astral Bandit Only). As a bonus action, the Astral Bandit can spend 1 ki point to summon the arms of their astral self. When they do so, each creature within 10 feet of the Astral Bandit that they can see must succeed on a Dexterity saving throw or take 2d6 force damage. For 10 minutes or until the Astral Bandit is either incapacitated or dead, the Astral Bandit gains the following abilities:

  • The Astral Bandit uses their Wisdom modifier in place of their Strength when making Strength checks and Strength saving throws. 
  • The Astral Bandits can use their spectral arms to make unarmed strikes. The range of these strikes is 10 feet, and the damage is force. 

Path of Kensei (Weapons Bandit Only). While holding their weapons, the Weapons Bandit can do the following:

  • Agile Parry. If the Weapon Bandit makes an unarmed strike on their turn while holding a melee weapon, they gain a +2 to their AC.
  • Kensei' Shot. As a bonus action, the Weapon Bandit's ranged weapon deals an extra 1d4 damage of the weapon's type. 

Shadow Arts (Shadow Bandit Only). As an action, the Shadow Bandit can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, the Shadow Bandit gains the minor illusion cantrip. 

Elemental Disciplines (Elemental Bandit Only). The Elemental Bandit can do the following:

  • Elemental Attunement. The Elemental Bandit can do the following:
    • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff a wind, a spray of mist, or a gentle rumbling of stone. 
    • Instantaneously light or snuff out a candle, a torch, or a small campfire. 
    • Chill or warm up 1 pound of material for up to 1 hour. 
    • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form they designate for 1 minute. 
  • Fangs of the Fire Snake. When the Elemental Bandit makes an attack on their turn, they can spend 1 ki point to increase their unarmed strike range by 10 feet and deal fire damage for that turn. The Elemental Bandit can spend 1 additional ki point to deal an extra 1d10 fire damage. 
  • Fist of Four Thunders. The Elemtal Bandit can spend 2 ki points to cast Thunderwave. 
  • Fist Of Unbroken Air. As an action, the Elemental Bandit can spend 2 ki points and choose a creature within 30 feet of them. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning for each additional ki point spent, and the Elemental Bandit can push the creature 20 feet away from them and knock it prone. On a successful save, the creature takes half as much damage and is not pushed or knocked prone. 
  • Rush of the Gale Spirits. The Elemental Bandit can spend 2 ki points to cast Gust of Wind.
  • Sweeping Cinder Strike. The Elemental Bandit can spend 2 ki points to cast Burning Hands. 
  • Water Whip. The Elemental Bandit can spend 2 ki points as an action to create a whip of water. A creature that they can see that is within 30 feet of them must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point they spend, and the target can either knock it prone or pull it 

Open Hand Technique (Hand Bandit Only). Whenever the Hand Bandit lands an attack granted by Flurry of Blows, they can impose one of the following effects: 

  • The Target must succeed on a Dexterity saving throw or be knocked prone. 
  • The Target must succeed on a Strength saving throw, or be pushed 15 feet away from the Hand Bandit. 
  • The Target can't take reactions until the end of the Hand Bandit's next turn. 

Radient Sun Bolt (Sun Bandit Only). When the Sun Bandit attacks, they can make an extra sun bolt attack. The Sun Bandit can also spend 1 ki point to make the attack again as a bonus action. 

Hand of Healing (Masked Bandit Only). As an action, the Masked Bandit can spend 1 Ki point to touch a creature and restore 1d6 + 3 hit points. When using Flurry Bandits, they can use this feature without spending a ki point. 

Hand of Harm (Masked Bandit Only). When the Maked Bandit hits a creature with an unarmed strike, they can spend 1 ki point to deal 1d6 + 3 necrotic damage. The Masked Bandit can do this once per turn. 

Actions

Unarmed Strike. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.

Beer Bottle (Drunken Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Damage switches to Slashing on the first hit. On the first hit, the target becomes vulnerable to fire damage until the next time it takes fire damage. The bottle breaks after the second hit, causing them to pull out a new bottle (No-action). 

Dragon Pole (Dragon Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage. Damage can switch to acid, cold, fire, lightning, or poison. 

Sickle (Deadly Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage.

Longword (Weapons Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.

Book (Knowledge Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage.

Quill (Knowledge Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Katana (Shadow Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.

Elemental Strike. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. The Damage can also be Cold, Fire, or Lightning.

Scalpel (Masked Bandit). Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage.

Astral Strike (Astral Bandit). Ranged Attack Roll: +5, range 40/120 ft. Hit: 7 (1d8 + 3) Force damage.

Laser Rifle (Weapon Bandit). Ranged Attack Roll: +5, range 80/320 ft. Hit: 11 (2d8 + 3) Force damage.

Sun Bolt (Sun Bandit). Ranged Attack Roll: +5, range 30 ft. Hit: 5 (1d4 + 3) Radiant damage.

Bonus Actions

Martial Arts. The Monk Bandits can make one attack with their weapon or an unarmed attack. 

Reactions

Deflect Missiles. When the Bandit Monk is hit with a ranged weaponed attack. The damage they take is reduced by 1d10+6. If they reduce the damage to 0, they can spend 1 ki point to make ranged attack with the weapon or ammunition +5 to hit range of 20/60 ft. 

Description

Drunken Bandit. Drunken Bandits are constantly drunk, with no apparent reason. Drunken Bandits have the shortest life spans of all types of bandits. Their liver is gone, and their blood alcohol percentage is 65%. Drunken Bandits smell of piss and alcohol. 

Dragon Bandit. Dragon Bandits use blood rituals to give themselves draconic features. They prefer to hunt down dragons that are younger or weakened.  

Deadly Bandit. Deadly Bandits are skin and bones dressed in a dark cloak; they are very edgy and narcissistic. 

Knowledge Bandit. Knowledge Bandits are very full of themselves. Knowledge Bandits are tasked with researching creatures for the Bandits, especially those worth money on the Black Market. The data collected by the Knowledge Bandits is used to form creature-specific poaching parties. 

Astral Bandit. Astral Bandits are the most likely of the Bandits to believe in snake oils. 

Weapons Bandit. The Weapons Bandits take every weapon they see. They can be found using any of the Bandit Grunts' weapons. 

Shadow Bandit. Shadow Bandits really want to be ninjas. They wear stereotypical outfits and weapons, despite them being inaccurate. They are used as an insult by real ninjas. 

Hand Bandit. The Hand Bandits are covered in the served hands of their victims. The Hand Bandits really like collecting hands. 

Sun Bandit. The Sun Bandits have but one goal: land on and take over the sun. 

Masked Bandit. Masked Bandits act as doctors for the Bandits; they also go around harvesting organs from bodies. The Masked Bandit gets their name from the animal mask they wear. 

Habitat: Any

Treasure:  Any

BruceMark

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