Medium Or Small Humanoid, Neutral
Armor Class 16
Hit Points 65 (20d8 + 40)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, INT +6
Skills Acrobatics +6, Perception +4, Stealth +9
Gear Daggers (6), Wand
Senses Passive Perception 16
Languages Common, Thieves' Cant
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Evasion. If Four-Fingers is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bandit instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Actions

Multiattack. Four-Fingers makes two Dagger attacks or can interchange one attack with a bomb. 

Dagger. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 8 (2d4 + 3) Piercing damage plus 10 (2d6) Poison damage.

Snap Bomb (Recharge 2–6). Four-Fingers tosses a tiny percussion bomb at a point he can see within 60 feet. Each creature in a 5-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) thunder damage and is pushed 5 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn’t pushed.

Smoke Screen (Recharge 3–6). Four-Fingers tosses a modified flare made from several smaller flares wrapped around a small explosive charge at a point he can see within 60 feet.

Each creature, excluding Four-Fingers, in a 10-foot-radius sphere must make a DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save or half as much damage on a successful one.

The area becomes heavily obscured until the start of Four-Fingers’ next turn.

After using this bomb, Four-Fingers can immediately move up to 10 feet without provoking opportunity attacks if he was inside the obscured area.

Stink Bomb (Recharge 4–6). Four-Fingers tosses a sealed clay pot dipped in wax and filled with something whose ingredients he refuses to disclose. The pot shatters at a point he can see within 120 feet, releasing its contents in a 15-foot-radius sphere.

Each creature in the area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 10 (3d6) poison damage and is poisoned until the start of Four-Fingers’ next turn. On a successful save, it takes half as much damage and isn’t poisoned.

A creature that has advantage on Wisdom (Perception) checks relying on smell has disadvantage on this saving throw.

Blinding Flash (Recharge 5–6). Four-Fingers throws an unstable flash bomb at a point he can see within 120 feet.

Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Constitution saving throw. On a failed save, a creature takes 14 (4d6) radiant damage and is blinded until the start of Four-Fingers’ next turn. On a successful save, it takes half as much damage and isn’t blinded.

Fizzletop Prototype (Recharge 6; Starts Uncharged) (2/Day). Four-Fingers produces a bomb covered in mismatched runes, exposed wires, tiny crystals, and several handwritten warnings—most of which contradict one another.

Four-Fingers throws the prototype at a point he can see within 90 feet. It explodes in a 20-foot-radius sphere with enough noise to be heard from hundreds of feet away.

Each creature in the area must make a DC 14 Dexterity saving throw, taking 28 (8d6) force damage on a failed save or half as much damage on a successful one.

After resolving the explosion, roll once on the Wild Magic Surge table.

Creatures who failed the save are each considered a source of the magical effect. If the rolled effect originates from the caster's space, it instead originates from the point where the bomb detonated whenever doing so makes sense. (THIS IS LARGELY UP TO DM DISCRETION AS THIS CAN GET WEIRD) 

Spellcasting. Four-Fingers casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At Will: Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image

 

Bonus Actions

Cunning Action. Four-Fingers takes the Dash, Disengage, or Hide action.

 Blasty-Step (3/Day). When Four-Fingers is hit by an attack he can see, he detonates a tiny concealed charge in his boots.

Four-Fingers reduces the damage from the triggering attack by 6 (1d6 + 3) and can immediately move up to 15 feet without provoking opportunity attacks.

If this movement takes him behind total cover from the attacker, reduce the triggering damage by an additional 7 (2d6).

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2026 4:51:25 PM
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