Medium or Small Humanoid, Any Non-Lawful Alignment
AC 14    Initiative +2 (12)
HP 18 (4d8)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 14 +2 +2
CON 10 +0 +0
Mod Save
INT 11 +0 +0
WIS 15 +2 +2
CHA 9 −1 −1
Skills Perception +4
Gear 1 Morningstar, 1 light crossbow, 10 bolts, Hide armor, pouch of sand
Senses Passive Perception 14
Languages Common, Thieves' Cant
CR 1/2 (XP 100; PB +2)
Traits

Spot the Weakness. When the Bandit Lookout hits a creature with an attack, the next attack roll made against that creature before the start of the Bandit Lookout's next turn gains a +3 bonus. A creature can be affected by only one Spot the Weakness at a time.

Actions

Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 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.

Bonus Actions

Dash. The Bandit Lookout takes the Dash action.

Description

Bandit Lookouts are scouts and spotters used by organized Bandit groups. They are usually positioned where they can watch roads, ridges, camp approaches, or caravan routes without being easily reached. A Bandit Lookout is less focused on killing targets alone and more focused on identifying openings for the rest of the gang. Their presence often means an ambush has been prepared rather than improvised.

Habitat: Any

ZockerE2014

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