| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +7 |
| DEX | 18 | +4 | +17 |
| CON | 18 | +4 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +10 |
| WIS | 14 | +2 | +13 |
| CHA | 14 | +2 | +15 |
Sneak Attack (1/Turn). The bandit deals an extra 14 (4d6) damage when it hits with a weapon attack and has advantage—or when an ally is within 5 ft. of the target.
Dirty Fighter. When the bandit hits a creature, it can impose one of the following (no action required, once per turn): Target must succeed on DC 15 CON save or be poisoned until end of next turn, reduce target speed to 0 until end of turn, and target has Disadvantage on next attack roll.
Ruthless Momentum. When the bandit reduces a creature to 0 HP, it can immediately make another attack to any target within reach as an additional action.
Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.
Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Cunning Action. The bandit can take the Dash, Disengage, or Hide action as a bonus action.
Offhand Strike. Make one additional melee attack (no Sneak Attack). Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.
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.
Slippery Escape. When hit, move up to half speed without provoking opportunity attacks (1/round).
Description
A hardened outlaw clad in dark leathers, their movements are quick, precise, and practiced. A wicked grin flashes beneath a scarred face as they vanish into shadow between strikes—every motion calculated, every attack lethal.
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