| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 9 | −1 | −1 |
Pole Stick. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 1) Bludgeoning damage, and the target is pushed 5 feet directly away from the Bandit Trapper.
Lay Bear Trap. The Bandit Trapper places a bear trap in an unoccupied space on the ground within 5 feet of itself. The trap remains there until triggered, removed, or destroyed. When a creature enters the trap's space for the first time on a turn, it must succeed on a DC 12 Dexterity saving throw or take 4 Piercing damage and have its speed reduced to 0. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success. The trap can be spotted with a successful DC 12 Wisdom (Perception) check. A creature that sees the trap can avoid it or use an action to make a DC 12 Dexterity check to disable it.
Drop Bear Trap. When the Bandit Trapper is hit by an attack, it throws a bear trap onto an unoccupied space on the ground within 10 feet of itself. The trap remains there until triggered, removed, or destroyed. The thrown trap uses the same rules as Lay Bear Trap.
Description
Bandit Trappers are specialists who prepare ambush sites with portable hazards, snares, iron traps, and simple battlefield obstacles. They are often recognized by the tools and trap components carried at their belts, packs, or carts. Most Trappers are practical, terrain-minded criminals rather than quick duelists, relying on strength enough to haul their gear and the patience to turn familiar ground against travelers.
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