Bandit Deceiver

(2024 Monster Manual)

Small humanoid, Neutral

Armor Class16
Hit Points130 (20d8 + 40)
Speed30 ft.
STRDEXCONINTWISCHA
8 (-1) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 16 (+3)
Saving ThrowsDex +6, Int +6
SkillsAcrobatics +6, Perception +4, Stealth +9
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 14
LanguagesCommon, Thieves' cant
Challenge7

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).

con DC 14, each creature in a 10-foot-radius Sphere [Area of Effect] 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):

At will: Disguise Self, Mage Hand, Minor Illusion

1 each/day: Hold Person (level 4 version), Mage Armor (included in AC), Major Image