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Bandit Deceiver
- STR
- 8 (-1)
- DEX
- 16 (+3)
- CON
- 14 (+2)
- INT
- 17 (+3)
- WIS
- 12 (+1)
- CHA
- 16 (+3)
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
The bandit makes three Dagger attacks.
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.
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

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