| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Steady Aim. If the Bandit Archer did not move on its previous turn and has not moved during the current turn, it gains a +1 bonus to attack rolls with its longbow until the end of the current turn.
Longbow. Ranged Weapon Attack: +4 to hit, or +5 to hit while benefiting from Steady Aim, range 150/600 ft., one target. Hit: 6 (1d8 + 2) Piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) Piercing damage.
Description
Bandit archers are ranged killers who favor ridges, ruined walls, wagon roofs, treelines, and other protected firing positions. They are lightly equipped, alert, and most dangerous when allowed to hold still with a clear line of sight. In a gang, they often begin the ambush before the melee fighters reveal themselves.
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