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Bandit Crime Lord in Dungeons & Dragons 5e

Monster Manual (5.5e)

Bandit Crime Lord CR: 11

Small to Medium humanoid, any non-lawful alignment
Armor Class: 17 (Studded Leather Armor)
Hit Points: 169 (26d8 + 52) 26d8+52
Speed: 30 ft

STR

10 +0

DEX

20 +5

CON

14 +2

INT

18 +4

WIS

14 +2

CHA

15 +2

Saving Throws: Dexterity +9, Constitution +6
Skills: Acrobatics +9, Perception +10, Stealth +13
Senses: Passive Perception 20
Languages: Common, Thieves' Cant
Challenge Rating: 11 ( 7200 XP)
Proficiency Bonus: +4

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) damage.

Suggested Environments

All Climate; All Terrain


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