Bandit Deceiver

Small or Medium Humanoid, Neutral

STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
16 (+3)
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

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.

Find this creature in the encounter builder

Bandit Deceiver

Source: Monster Manual (2025), p. 28 - Licenses and attribution