Medium Humanoid, Typically Chaotic Neutral
AC 15 Studded Leather    Initiative +6 (16)
HP 35 (5d8 + 10)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 16 +3 +5
CON 12 +1 +1
Mod Save
INT 14 +2 +2
WIS 11 +0 +0
CHA 10 +0 +0
Skills Acrobatics +5, Perception +6, Stealth +7
Gear Smoke Grenade (3), Dagger (6)
Senses Passive Perception 16
Languages Common, Thieves' Cant
CR 1 (XP 200; PB +2)
Traits

Evasion. If the Black Meduza bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Black Meduza bandit instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

 

Actions

Multiattack. The Black Meduza bandit makes two Dagger attacks.

Dagger. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 8 (2d4 + 3) Piercing damage plus 7 (2d6) Poison damage. Mastery property: Nick.

Smoke Grenade. The Black Meduza bandit throws a grenade to a point within 60 ft. Effect: the grenade explodes, creating a particular effect in a 20-foot-radius Sphere. The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.

Bonus Actions

Cunning Action. The Black Meduza bandit takes the Dash, Disengage, or Hide action.

Description

Black Meduza is a transregional network of smugglers and thieves’ crews operating primarily in the Empire’s cities. They aren’t loud cutthroats but a carefully structured web of traffickers, mercenaries, and artifact couriers. Their core specialties: “grey routes,” illicit logistics, extortion, bespoke thefts, and financial services for both the criminal underworld and the nobility.

Habitat: Any

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