Sources
CR
Type
Size
Alignment
Movement

Bandit Deceiver

Small/Medium Humanoid, Neutral

Armor Class 16
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
8
-1
DEX
16
+3
CON
14
+2
INT
17
+3
WIS
12
+1
CHA
16
+3
Saving Throws DEX +6, INT +6
Skills Acrobatics +6, Perception +4, Stealth +9
Senses passive Perception 14
Languages Common, Thieves' cant
Challenge 7 (2,900 XP)

Spellcasting

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.

Lore

Criminals and Scoundrels