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.
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