Small humanoid, Neutral
| Armor Class | 16 |
|---|---|
| Hit Points | 130 (20d8 + 40) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 16 (+3) | 14 (+2) | 17 (+3) | 12 (+1) | 16 (+3) |
| Saving Throws | Dex +6, Int +6 |
|---|---|
| Skills | Acrobatics +6, Perception +4, Stealth +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 14 |
| Languages | Common, Thieves' cant |
| Challenge | 7 |
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.
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.
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