Medium or Small Humanoid, Any Non-Lawful Alignment
AC 15    Initiative +2 (12)
HP 49 (9d8 + 9)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 15 +2 +2
CON 12 +1 +1
Mod Save
INT 14 +2 +2
WIS 14 +2 +2
CHA 14 +2 +2
Skills Deception +4, Insight +4, Intimidation +4
Gear 1 Scimitar, 1 crossbow, bolts, stolen maps, coded notes, marked coins
Senses Passive Perception 12
Languages Common, Thieves' Cant
CR 2 (XP 450; PB +2)
Traits

Cunning Counsel. Allies of the Bandit Advisor within 10 feet of it gain a +1 bonus to attack rolls and saving throws.

Actions

Multiattack. The Bandit Advisor makes two attacks, using Scimitar or Crossbow in any combination.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Slashing damage.

Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.

Bonus Actions

Exploit Opening. One ally of the Bandit Advisor within 30 feet that can hear it may use its reaction to move up to half its speed without provoking opportunity attacks. After this movement, the ally may make one melee weapon attack against a creature within its reach.

Reactions

Not Me. When the Bandit Advisor is hit by an attack, it chooses one allied creature within 5 feet of itself. The Bandit Advisor and the ally switch places, and the chosen ally is hit by the attack instead. The ally takes the attack's damage and suffers any additional effects. The ally must not be incapacitated.

Description

Bandit Advisors are strategists, negotiators, and quiet power-brokers within organized Bandit groups. They are less likely to rule openly than a warlord or gang chief, but their advice often determines where a gang strikes, who is spared, and who is sacrificed. A Bandit Advisor commonly dresses better than the criminals around it, carrying stolen maps, coded notes or marked coins. In a fight, it directs nearby allies, identifies openings, and uses expendable bodies to keep itself alive.

Habitat: Any

ZockerE2014

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