| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 20 | +5 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Bloodletter. When the Bandit Blood-Chain hits a creature that has half its hit points or fewer with a melee weapon attack, the Bandit Blood-Chain regains hit points equal to half the damage dealt.
Multiattack. The Bandit Blood-Chain makes two Flail attacks.
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Bludgeoning damage.
Chain Throw. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Medium or smaller creature. Hit: 8 (1d8 + 4) Bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the Bandit Blood-Chain.
Torture Tools. Melee Weapon Attack: +3 to hit, reach 5 ft., one incapacitated, restrained, prone, or grappled creature. Hit: 22 (5d6 + 5) Piercing damage.
Red Flow. The Bandit Blood-Chain deals 7 Slashing damage to itself. Until the end of its turn, the Bandit Blood-Chain gains a +1 bonus to attack rolls and damage rolls.
Retaliating Strike. When a creature within 5 feet of the Bandit Blood-Chain deals damage to it, the Bandit Blood-Chain makes one attack against that creature.
Description
Bandit Blood-Chains are jailers, punishers, and enforcers found among especially cruel Bandit groups. They are often responsible for captives, debtors, and failed members of the gang, using chains and tools as both weapons and instruments of control. A Bandit Blood-Chain is usually marked by scarred arms, iron links, dried blood, and trophies taken from those who survived its custody. These enforcers are notoriously difficult to wear down once blood is drawn, feeding on the weakness of injured victims and inflicting immediate violence.
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