Bandit Crime Lord

Medium or Small Humanoid, Neutral
Initiative +9 (19)
AC 17
HP 169 (26d8 + 52)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
10
+0
+0
Dex
20
+5
+9
Con
14
+2
+6

Int
18
+4
+4
Wis
14
+2
+2
Cha
15
+2
+2

Skills Acrobatics +9, Perception +10, Stealth +13
Gear Pistols (2), Scimitar, Studded Leather Armor
Senses Passive Perception 20
Languages Common, Thieves' Cant
CR 11 (XP 7 200; PB +4)

Traits

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

Pistol. Ranged Attack Roll: +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.

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.
Bandit crime lords manipulate shadowy organizations and prioritize their own survival over any single lackey or plot.
Habitat: Any
Treasure: Any
Monster Manual 2024

  1. DnD 5.5 Monsters › Bandit Crime Lord
Bandit Crime Lord