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Generic Forest-Bandit in Dungeons & Dragons 5e

Generic Forest-Bandit

Medium humanoid, bandit, neutral evil
Armor Class 11 if not armored 12-14 if armored (Leather, Hide armor)
Hit Points 2d8
Speed 30ft

STR
11 0
DEX
12 +1
CON
10 0
INT
9 -1
WIS
9 -1
CHA
8 -1

Skills Create a simple trap:
  • Environment: forest
  • Radius: 5 feet
  • Effect: When any creature steps inside of it, requires a dex saving throw. On success> negate any negative effects and move 5 feet away from the trapped area. On failure> recieve 1d4 piercing/bludgeoning damage.
  • Can be detected by a perception/investigation check within 30 feet radius (dc: 14) . Can be detected with passive perception of 15 within 5 feet.
  • Assemble a roadblock:
  • Tree falls infront of the characters. Stops carts from moving forward until cleared.
  • Clearing: strength check (dc is dependent on the tree's size
  • Languages Common, Any
    Challenge 1/8


    Actions

    Thieves' cant whistle: a call for nearby bandits of the same faction.   Blinding sand: a dex throwing action (range 10 feet).

  • Grabs sand/small stones/special dust and throws it into opponent's face with a hope of blinding. Requires a dex/con save (dc 11). On success negate any negative effect. On failure: blinded until the end of the round.
  • Melee and/or Ranged Attacks (choose 1 or 2 weapons)   club: 1d4 bludgeoning /dagger: 1d4 piercing /handaxe: 1d6 slashing /shortbow: 1d6 piercing /spear: 1d8 piercing (two-handed) /Light Crossbow 1d8 piercing


     

    Lair Actions

    Activate traps.

    Bandit Camp and area surrounding a bandit camp: A few tents and crates which contain stolen goods. Can be fortified with wooden walls/towers/traps.

    Regional Effects

    Can retreat to a nearby Bandit Camp.


    A type of bandit that lurks around the forests and ambushes travelers.

    Forest, Bandit Camp


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