Armor Class
12
(leather armor)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Condition Immunities
Charmed, Frightened
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
At the start of the monster’s turn you must make a WIS Saving Throw, a failed throw will result in them attacking one of their allied monsters.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Description
Driven mad by some unseen force, these bandits have been reduced to a primal state of being. This causes them to be immune to being both charmed and frightened, however this also means that they can turn on their allies at any time.
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