Medium Or Small Humanoid, Typically Lawful Evil
Armor Class 14 Leather
Hit Points 40 (4d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +4, WIS +5
Skills Nature +5, Perception +4, Survival +4
Damage Resistances Poison
Senses Darkvision 120 ft, Passive Perception 16
Languages Common, Druidic, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Unhindered Movement. The Bandit Druid is unaffected by difficult terrain and strong winds. 

Wild Shape. The Bandit Druid can take the form of any beast with a CR of 1/2 or lower, including those that fly or swim as an action. The Bandit Druid retains their Intelligence, Wisdom, and Charisma scores, as well as their darkvision, ability to speak, and spellcasting abilities. If knocked down to 0 hit points while in wild shape, they revert and take 15 damage. The rest of the Wild Shape rule still applies to the Bandit Druid.  

Balm of the Summer Court (Dreamer Bandit Only). As a bonus action, the Dreamer Bandit can choose a creature within 120 ft of them and heal it by 1d6 hit points.  

Combat Wild Shape (Wildman Bandit). The Wildman Bandit can use Wild Shape as a bonus action, and the max CR is now 1 for the wild shape. Additionally, while in wild shape, the Wildman Bandit can expend a spell slot to 1d8 hit points per level of the spell slot expended, as a bonus action. 

Speech of the Woods (Spirit Bandit). The Spirit Bandit can speak, read, and write Sylvan and is under the effects of Speak with Animals at all times. 

Spirit Stealer (Spirit Bandit). As a bonus action, the Spirit Bandit can summon the spirit of a creature it has killed to a point within 60 feet of them that they can see. The Spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the wounded spectral appearance of a creature wrapped in chains. As a bonus action, it can be moved to another point within 60 feet of the Spirit Bandit. The Spirit persists for 1 minute or until the Spirit Bandit dies, in which case all Spirits enslaved by the bandit are freed. The Spirit Bandit can only have one Spirit at a time. The following are Spirits the Spirit Bandit can summon:

  • Bear Spirit. Each creature of the Spirit Bandit's choice in the arua, when in the spirit, appears gains 8 temporary hit points. In addition, the Spirit Bandit and its allies gain advantage on strength checks and Strength saving throws while in the arua. 
  • Hawk Spirit. When a creature makes an attack roll against a target in the Spirit's aura, the Spirit Bandit can use their reaction to grant advantage to that attack roll. In addition, the Spirit Bandit and their allies have advantage on Wisdom (Perception) checks while in the aura. 
  • Unicorn Spirit. The Spirit Bandit and their allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if the Spirit Bandit casts a spell using a spell slot that restores hit points to any creature, each creature of the Spirit Bandit's choice inside the Spirit's aura also regains 3 hit points. 

Halo of Spores (Fungal Bandit Only). When a creature moves to or starts its turn in a space within a 10-foot radius of the Fungal Bandit, it must make a Constitution saving throw (DC 13). On a failed saving throw, they take 1d4 necrotic damage per turn it is within the radius, or half a successful save. The Fungal Bandit is immune to all damage dealt by spore-related attacks. 

Symbiotic Entity (Fungal Bandit Only). As an action, the Fungal Bandit can expend a use of their Wild Shape to gain 12 temporary hit points and the following benefits. These benefits last for 10 minutes or until the Fungal Bandit. 

  • When the Fungal Bandit deals its Halo of Spores damage, roll the damage die a second time and then add it to the total.
  • The Fungal Bandit's melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. 

Summon Wildfire Spirit (Flame Bandit Only). As an action, the Flame Druid can use their Wildshape to summon a Wildfire Spirit. The Spirit appears in an unoccupied space of their choice that they can see within 30 feet of them. Each creature within 10 feet of the spirit (other than the Flame Bandit), when it appears, must succeed on a Dexterity saving throw (DC 13) or take 2d6 fire damage. The spirit is friendly to the Flame Bandit and their allies. The Wildfire Spirit uses the Wildfire Spirit Stat block in the Wildfire Druid subclass, with a HP of 20. 

Starry Spells (Astro Bandit Only). The Astro Bandit adds Guidance and Guiding Bolt to their spells. 

Starry Form (Astro Bandit Only). As a bonus action, the Astro Bandit can expend a use of the Wild Shape feature to take on a starry form. While in a starry form, the Astro Bandit retains their stats, but their body becomes luminous; its joints begin to glimmer like stars, and glowing lines connect it as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if they dismiss it (no action required), are incapacitated, die, or use this feature again. They can take one of the following forms: 

  • Archer. When the Astro Bandit activates this form, and as a bonus action on your subsequent turns while it lasts, it can make a range spell attack, hurling a luminous arrow that targets one creature within 60 feet of it. On a hit, it deals 1d8 + 3 radiant damage. 
  • Chalice. Whenever you cast a spell using a spell slot that restores hit points to a creature, the Astro Bandit or another creature within 30 feet of them can regain hit points equal to 1d8 +3. 
  • Dragon. When the Astro Bandit makes an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, they treat a roll of a 9 or lower on the d20 as a 10. 

Form of Steel (Forge Bandit Only). The Forge Bandit can wild shape into forms as high as CR 1. While in wild shape, the Forge Bandits gain the following: 

  • The Forge Bandit gains a +2 bonus to Armor Class
  • The Forge Bandit has an advantage on saving throws against being poisoned and has resistance to poison damage. 
  • The Forge Bandit doesn't need to eat, drink, or breathe. 
  • The Forge Bandit is immune to disease. 
  • The Forge Bandit doesn't need to sleep, and magic can't put them to sleep. 

Defile Ground (Vile Bandit Only). As a bonus action, the Vile Bandit can corrupt a 10-foot radius of land or water, centered on a point within 60 feet of them. For 1 minute, the area is difficult terrain for creatures hostile to the Vile Bandit. Additionally, when a creature takes damage for the first time on a turn while within the area takes an extra 1d4 necrotic damage. The Vile Bandit can do this once per day. 

Blighted Shape (Vile Bandit Only). While in wild shape, the Vile Bandit has proficiency in Intimidation, an extra +2 to their AC, and an additional 60 feet of darkvision. 

Spell Casting. The Bandit Ranger has a spell attack bonus of +5 and a spell DC of 13. 

At Will. Thorn Whip, Starry Wisp, and Primal Savagery. 

4/Day. Conjure Cover, Cure Wounds, Absorb Elements, Charm Person, Create or Destroy Water, Detect Magic, Earth Tremor, Entangle, Faerie Fire, Fog Cloud, Healing Word, Ice Knife, Protection from Evil and Good, Snare, Speak with Animals, and Thunderwave.

2/Day. Aid, Augury, Barkskin, Beast Sense, Continual Flame, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Locate Object, Moonbeam, Pass without Trace, Spike Growth, Summer Winds, Summon Beast, and Warding Wind. 

 

 

Actions

Whip (Wildman Bandit). Melee Attack Roll: +5, reach 15 ft. Hit: 5 (1d4 + 3) Slashing damage.

Chainsickle (Spirit Bandit). Melee Attack Roll: +5, reach 20 ft. Hit: 5 (1d4 + 3) Slashing damage.

Mushroom Spear (Fungal Bandit). Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Necrotic damage. On a hit, the target must make a Constitution saving throw (DC 11) or take 1d4 necrotic damage at the start of each round for 30 seconds or until the target regains hit points. 

Vile Spear (Vile Bandit). Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Necrotic damage. On a hit, the target must make a Constitution saving throw (DC 11) or take 1d4 necrotic damage at the start of each round for 30 seconds or until the target regains hit points. 

Pillow (Dreamer Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 2 (1d4) Bludgeoning damage.

Flare Gun (Flame Bandit). Ranged Attack Roll: +5, range 30/120 ft. Hit: 7 (2d4 + 3) Fire damage.

Star Shot (Astro Bandit). Ranged Attack Roll: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Radiant damage.

Forge Hammer (Forge Bandit). Ranged Attack Roll: +5, range 20/60 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. This attack also deals an additional 1d4 fire damage. 

Bonus Actions

Balm of the Summer Court (Dreamer Bandit Only). As a bonus action, the Dreamer Bandit can choose a creature within 120 ft of them and heal it by 1d6 hit points.

Description

Dreamer Bandit. Constantly asleep, the danger they pose is minimal. They are also the most useless of the Bandits, their goal being to steal people's happiness instead of money. 

Wildman Bandits. Wildman Bandits lure people in with their wild shapes and capture them to sell off as slaves. They also spy on cities in wild shape form. 

Spirit Bandits. Spirit Bandit steals the spirits of creatures and compels them to do its bidding. These bandits are quite lazy and will attempt to avoid combat, letting others do the hard work. 

Fungal Bandits. Fungal Bandits are infected with Cordyceps mushrooms; the Fungal Bandits pose a threat to all life, including their allies. 

Flame Bandits. Constantly on fire, the Flame Bandit just wants to watch the world burn. 

Astro Bandits. Astro Bandit tends to float around Wildspace. Once they find a ship, they attempt to board and solo the crew, but they are quite bad at it. 

Forge Bandits. The Forge Bandits are the result of Bandit Artifier experiments on druids. 

Vile Bandits. Vile Bandits are Fungal Bandits who fell into vats of toxins meant to purge a path through the Feywild. 

Habitat: Any

Treasure:  Any

BruceMark

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