5e24:Bandit Deceiver

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Bandit exists in other D&D editions see:

Bandit (disambiguation).

5e Pointer  + 
Monster Manual (5e24)
Bandit Deceiver (NPC) (Pointer) [1]
Small or Medium Humanoid (Bandits), Neutral
AC: 16Initiative: +6 (16)
HP: 130 (20d8+40)
Speed: 30 ft.
Mod Save Mod Save
Str ' Int '
Dex ' Wis '
Con ' Cha '
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, +6 to hit with Spell Attacks):

At Will: Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
 + 

Unofficial Description: Bandit magic user[[Category:5e24 Small or Medium Creatures]]


Sources and Notes

  1. Wizards RPG Team. Monster Manual (5e24) (5e 2024) (2025-02-18). Wizards of the Coast. ISBN 9780786969548. p. 28. Licensed: © Wizards of the Coast (used under 'fair use' clause).

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Monster Manual (5e24) Contrigubtions +