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Bandit Crime Lord

Small humanoid, Neutral

Armor Class 17

Hit Points 169 (26d8 + 52)

Speed 30 ft.

STR 10 (+0)
DEX 20 (+5)
CON 14 (+2)
INT 18 (+4)
WIS 14 (+2)
CHA 15 (+2)

Saving Throws DEX +9, CON +6

Skills Acrobatics +9, Perception +10, Stealth +13

Senses passive Perception 20

Languages Common, Thieves' cant

Challenge 11

Evasion. If the bandit 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. The bandit makes three attacks, using Scimitar or Pistol in any combination.

Scimitar. m +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 14 (4d6) Poison damage.

Pistol. r +9, range 30/90 ft. Hit: 10 (1d10 + 5) Piercing damage plus 14 (4d6) Poison damage.

Bonus Actions

Deadly Aim. The bandit gives itself Advantage on the next attack roll it makes during the current turn. If that attack hits, the target takes an extra 28 (8d6) Poison damage.

Source

Monster Manual (2024), p. 28