Medium Humanoid (Human), Neutral Evil
AC 19 (studded leather armor +2)    Initiative +9 (19)
HP 169 (26d8 + 52)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 20 +5 +9
CON 14 +2 +6
Mod Save
INT 18 +4 +4
WIS 14 +2 +2
CHA 15 +2 +2
Skills Acrobatics +9, Investigation +8, Medicine +6, Nature +8, Perception +10, Stealth +13
Gear Glamoured Studded Leather +2, Flabbergast, hand crossbow, 3 vials of serpent venom poison
Senses Passive Perception 20
Languages Common, Goblin, Thieves' Cant
CR 11 (XP 7,200; PB +4)
Traits

Evasion. If the bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the 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.

Weapon Mastery (Rapier). Vex: If the bandit hits a creature with his rapier and deals damage to the creature, he has Advantage on his next attack roll against that creature before the end of his next turn.

Actions

Multiattack. The bandit makes three attacks, two with his Rapier and one with his Hand Crossbow.

Rapier (Flabbergast). Melee Attack Roll: +11, reach 5 ft. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) Poison damage.

Hand Crossbow. Ranged Attack Roll: +9, range 30/120 ft. Hit: 8 (1d6 + 5) piercing damage.

Bonus Actions

Deadly Aim. The bandit gives itself Advantage on the next attack roll it makes during the current turn.

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

Flabbergast (Rapier +2). As a bonus action, the bandit can cast misty step three times per day, or blink once per day.

Habitat: Any

Althrim

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