THE SHARED REFERENCE Adventurer

Monster

Bandit Deceiver

Official reference · XMM · 2024

Creature type
Humanoid
Size
Small/Medium
Armor class
16
Hit points
130 (20d8 + 40)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Neutral
Strength
8
Dexterity
16
Constitution
14
Intelligence
17
Wisdom
12
Charisma
16
Passive Perception
14
Initiative
+6
Saving Throws
dex: +6; int: +6
Skills
acrobatics: +6; perception: +4; stealth: +9
Languages
Common, Thieves' cant

Actions

Multiattack

The bandit makes three Dagger attacks.

Dagger

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

Blinding Flash (Recharge 4–6)

Constitution Saving Throw: DC 14, each creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3) Radiant damage, and the target has the Blinded condition until the start of the bandit's next turn. Success: Half damage only.

Spellcasting

The bandit 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

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