AC
15
Initiative
+3 (13)
HP
52
(8d8 + 16)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +5 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 12 | +1 | +3 |
| CHA | 17 | +3 | +5 |
Skills
Deception +5, Performance +5
Senses
Passive Perception 10
Languages
Common, Thieves' Cant
CR
4 (XP 1,100; PB +2)
Actions
Multiattack. The bandit makes two Scimitar attacks or casts a spell.
Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Spellcasting. The bandit uses one of the following spells, using Charisma as the spellcasting ability. (spell save DC 13):
- At will: Thunderclap, Light, and Vicious Mockery.
- 4/day: Charm Person, Dissonant Whispers, Healing Word, or Heroism.
- 3/day: Enlarge/Reduce, Hold Person, or Silence.
- 2/day: Mass Healing Word or Slow.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Comments