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Bandit Crime Lord
- STR
- 10 (+0)
- DEX
- 20 (+5)
- CON
- 14 (+2)
- INT
- 18 (+4)
- WIS
- 14 (+2)
- CHA
- 15 (+2)
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
The bandit makes three attacks, using Scimitar or Pistol in any combination.
Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 14 (4d6) Poison damage.
Ranged Attack Roll: +9, range 30/90 ft. Hit: 10 (1d10 + 5) Piercing damage plus 14 (4d6) Poison damage.
Bonus Actions
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.
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Source: Monster Manual (2025), p. 28 - Licenses and attribution