Bandit Deceiver

Source: Monster Manual (2024) p. 28, Eberron: Forge of the Artificer

Bandit deceivers use magic to disguise their activities or create flashy distractions.

Bandits

Criminals and Scoundrels

  • Habitat. Any
  • Treasure. Any

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.

Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit’s crimes.

A quote from Jarlaxle

I am he who rules the world, don’t you know? One little piece at a time.

Bandit Motivations

dice: [](bandit-deceiver-xmm.md#^bandit-motivations)

dice: 1d6The Bandit…
1Fights only oppressors.
2Is an ex-soldier who was discarded by their nation and now takes what they were promised.
3Is in a gang that views nonmembers as foes.
4Hesitantly serves a villainous leader.
5Secretly works for a government or a regional ruler to sow chaos.
6Takes what they need to survive.
^bandit-motivations
"name": "Bandit Deceiver (XMM)"
"size": "Small or Medium"
"type": "humanoid"
"alignment": "Neutral"
"ac": !!int "16"
"hp": !!int "130"
"hit_dice": "20d8 + 40"
"modifier": !!int "6"
"stats":
  - !!int "8"
  - !!int "16"
  - !!int "14"
  - !!int "17"
  - !!int "12"
  - !!int "16"
"speed": "30 ft."
"saves":
  - "dexterity": !!int "6"
  - "intelligence": !!int "6"
"skillsaves":
  - "name": "Acrobatics"
    "desc": "+6"
  - "name": "Perception"
    "desc": "+4"
  - "name": "Stealth"
    "desc": "+9"
"gear":
  - "six daggers"
  - "wand"
"senses": "passive Perception 14"
"languages": "Common, Thieves' cant"
"cr": "7"
"actions":
  - "desc": "The bandit makes three Dagger attacks."
    "name": "Multiattack"
  - "desc": "*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."
    "name": "Dagger"
  - "desc": "*Constitution Saving Throw:* DC 14, each creature in a 10-foot-radius\
      \ <span title=\"Player's Handbook (2024)\">Sphere</span> 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."
    "name": "Blinding Flash (Recharge 4-6)"
  - "desc": "The bandit casts one of the following spells, using Intelligence as the\
      \ spellcasting ability (spell save DC 14):\n\n**At will:** Disguise Self, Mage\
      \ Hand, Minor Illusion\n\n**1/day each:** Hold Person (level 4 version), Mage\
      \ Armor (included in AC), Major Image"
    "name": "Spellcasting"
"source":
  - "XMM"
  - "EFA"
"image": "/3-Mechanics/CLI/bestiary/humanoid/token/bandit-deceiver-xmm.webp"

Environment

any