Bandit Deceiver

Medium or Small Humanoid, Neutral
Initiative +6 (16)
AC 16
HP 130 (20d8 + 40)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
8
-1
-1
Dex
16
+3
+6
Con
14
+2
+2

Int
17
+3
+6
Wis
12
+1
+1
Cha
16
+3
+3

Skills Acrobatics +6, Perception +4, Stealth +9
Gear Daggers (6), Wand
Senses Passive Perception 14
Languages Common, Thieves' Cant
CR 7 (XP 2 900; PB +3)

Actions

Multiattack. The bandit makes three Dagger attacks.

Dagger. Melee or Ranged Attack Roll: +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
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 deceivers use magic to disguise their activities or create flashy distractions.
Habitat: Any
Treasure: Any
Monster Manual 2024

  1. DnD 5.5 Monsters › Bandit Deceiver
Bandit Deceiver