Bandit Stat Blocks
Bandits are one of the most common types of enemies, or allies,
an adventuring party might encounter. They can come in a huge Basic Minion
variety, but writing entirely new stat blocks can be exhausting
and impractical at times.
These stat blocks provide the basic archetypes for a number
of roles that might fall under a bandit faction, or similar
Bandit
Medium humanoid (Lvl 1 Striker Minion)
enemies.
Along with a revision of the most basic bandit minion stat
block, this document also includes: 1 extra minion, 6 basic Armor Class 8
grunts, 4 advanced grunts, 2 elites, and 1 paragon. Hit Points 7
Speed 30 ft.
Templates
These stat blocks can be supplemented by templates which
STR DEX CON INT WIS CHA
enhance or modify the base stat block in a few ways to make
them unique and especially flavorful for a specific type of 14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (−1)
enemy and/or faction.
Included at the end of this document is an example bandit
Saving Throws Str +1, Dex/Con -1, Int/Wis/Cha -4
Senses passive Perception 10
faction with a handful of templates included. Patrons have
Languages Common
access to an exclusive PDF with more factions ready to go and
Challenge 1/8 (12 XP)
continually added in the future. I will also be releasing projects
covering other types of enemies, such as cults, goblinoids, and
Attacks +3 to hit. Hit: 2 damage
more! Attack DCs Primary DC 11, Secondary DC 8
Reskinning Gang Fighter. Your attacks have an extra +1 to hit
You don't necessarily need to use templates to reskin these stat
against a creature if at least one of your allies is within
blocks! Get creative and assign stat blocks to NPCs and enemies
5 feet of them and isn't incapacitated.
that may not fit the exact thematic notes as written, but fit the
mechanical themes nonetheless.
For example, got a bulky chef bandit? Use the Bandit Enforcer
Actions
or Bandit Strongarm, and flavor the weapons as pots, pans, or Strike. Melee Weapon Attack: +3 vs AC. Hit: 2
knives. Reskin a Bandit Fence as a Quartermaster or Spy, reskin bludgeoning, piercing, or slashing damage (your
a Bandit Houndmaster as a Lion Tamer or Hawk Handler, and choice).
so on.
Dirty Fighting. Melee Weapon Attack: DC 11 vs Str or
Dex (target's choice). Hit: Choose one: the target is
Encounter Levels pushed up to 10 ft away, the target is knocked prone,
Since bandits are more often a threat during the first tier or two
or the target is disarmed of one object it is holding.
of play (levels 1-10), most of the stat blocks here are scaled for
an encounter against lower level players.
A GM can easily scale these stat blocks to better fit the
challenge their party needs using Giffyglyph's Monster Maker
web app. The JSON files for these stat blocks are available to
patrons of all tiers.
Special Thanks
A huge thank you to my wonderful patrons for all their
support, and to everyone who supports this work
through discord, instagram, reddit, and beyond. You
all mean the world to me <3
A special shoutout to my high tier patrons, Luna
Bell, Mechanaught, Candles, Soshiro, and Sirious
Black. You are awesome!
1
Basic Grunts
Bandit Blade Bandit Bowhand
Medium humanoid (Lvl 1 Sniper Grunt)
Medium humanoid (Lvl 2 Striker Grunt)
Armor Class 14
Armor Class 10 Hit Points 20
Hit Points 38 Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (−1)
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (−1)
Saving Throws Dex +5, Str/Wis +3, Con/Int/Cha +0
Saving Throws Dex +3, Str/Con +1, Int/Wis/Cha -2 Skills Perception +4
Senses passive Perception 11 Senses passive Perception 14
Languages Common Languages Common
Challenge 1/2 (112 XP) Challenge 1/4 (50 XP)
Attacks +5 to hit. Hit: 5 damage Attacks +3 to hit. Hit: 3 damage
Attack DCs Primary DC 13, Secondary DC 10 Attack DCs Primary DC 11, Secondary DC 8
Actions Aimed Shot. You can use your bonus action to gain
advantage on a ranged weapon attack, provided you
Strike. Melee Weapon Attack: +5 vs AC. Hit: 5 (1d6 + 2) haven't moved yet this turn. Your speed becomes 0 for
slashing or piercing damage. If the attack exceeds the the rest of the turn.
target's AC by 5 or more, deal 3 extra damage.
Knockback. Melee Weapon Attack: DC 13 vs Strength. Actions
Hit: the target is pushed up to 10 ft away or knocked Ranged Shot. Ranged Weapon Attack: Range 120/360,
prone. +3 vs AC. Hit: 3 piercing damage.
Reactions Desperate Strike. Melee Weapon Attack: +2 vs AC. Hit:
2 bludgeoning, piercing, or slashing damage.
Parry. You can add 1d4 to your AC against one melee
attack that would hit you. You must see the attacker
and be armed.
Reactions
Keep Distance. When an enemy ends its turn within 5 ft
of you, you can use your reaction to move up to half
your speed (doesn't provoke opportunity attacks).
2
Bandit Shield Bandit Cutthroat
Medium humanoid (Lvl 1 Lurker Grunt)
Medium humanoid (Lvl 1 Defender Grunt)
Armor Class 10
Armor Class 16 Hit Points 13
Hit Points 26 Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 12 (+1)
14 (+2) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 8 (−1)
Saving Throws Dex +3, Int/Wis +1, Str/Con/Cha -2
Saving Throws Con +6, Str/Wis +4, Dex/Int/Cha +1 Skills Stealth +5, Sleight of Hand +5
Senses passive Perception 11 Senses passive Perception 11
Languages Common Languages Common
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Attacks +3 to hit. Hit: 2 damage Attacks +5 to hit. Hit: 3 damage
Attack DCs Primary DC 11, Secondary DC 8 Attack DCs Primary DC 13, Secondary DC 10
Actions Crafty. You can Hide or Disengage as a bonus action.
Defend. You gain +2 AC until the start of your next turn. Backstab. When you attack an enemy from whom you
Additionally, you can take one additional reaction are hidden, your attack is a critical hit.
before that time (although no more than one reaction
per trigger). Actions
Strike. Melee Weapon Attack: +3 vs AC. Hit: 2 Strike. Melee Weapon Attack: +5 vs AC. Hit: 3 piercing
bludgeoning or slashing damage. or slashing damage.
Reactions
Intercept. When an ally within 5 feet of you is targeted
by an attack, you can use a reaction to redirect the
attack to yourself.
Bash (1/round). When a creature would provoke an
opportunity attack from you, you can bash it with your
shield instead. Make a Strike attack, which deals
bludgeoning damage. On a hit, the target is also
knocked prone.
3
Bandit Enforcer Bandit Skulker
Medium humanoid (Lvl 1 Scout, Grunt)
Medium humanoid (Lvl 1 Striker Grunt)
Armor Class 12
Armor Class 10 Hit Points 26
Hit Points 33 Speed 40 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0)
16 (+3) 12 (+1) 14 (+2) 8 (−1) 12 (+1) 10 (+0)
Saving Throws Wis +4, Dex/Int +2, Str/Con/Cha -1
Saving Throws Str +3, Con/Wis +1, Dex/Int/Cha -2 Skills Perception +5, Stealth +4, Survival +5
Skills Athletics +5 Senses passive Perception 15
Senses passive Perception 11 Languages Common
Languages Common Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Attacks +3 to hit. Hit: 2 damage
Attacks +5 to hit. Hit: 3 damage Attack DCs Primary DC 11, Secondary DC 8
Attack DCs Primary DC 13, Secondary DC 10
Cunning. You can Dash, Disengage, or Hide as a bonus
Mountain To Move. You have advantage on ability action.
checks and saving throws to avoid being moved against
your will or knocked prone. Alert. You can't be surprised. As a reaction when an ally
within 10 feet of you would be surprised, you can
Actions prevent the condition for them.
Bludgeon. Melee Weapon Attack: +5 vs AC. Hit: 3
bludgeoning damage.
Actions
Strike. Melee Weapon Attack: +3 vs AC. Hit: 2 piercing
Dirty Fighting. Melee Weapon Attack: DC 13 vs Str or or slashing damage.
Dex (target's choice). Hit: Choose one: the target is
pushed up to 10 ft away, the target is knocked prone,
or the target is disarmed of one object it is holding.
Reactions
Tough As Nails (1/rest). As a reaction when you would
take non-magical damage, reduce it by 5.
4
Advanced Grunts
Bandit Fence Bandit Strongarm
Medium humanoid (Lvl 3 Striker Grunt)
Medium humanoid (Lvl 1 Controller, Grunt)
Armor Class 10
Armor Class 12 Hit Points 42
Hit Points 26 Speed 25 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (−1) 12 (+1) 10 (+0)
8 (−1) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 14 (+2)
Saving Throws Str +3, Dex/Con +1, Int/Wis/Cha -2
Saving Throws Wis +4, Int/Cha +2, Str/Dex/Con -1 Skills Athletics +7
Skills Insight +5, Deception +4, Sleight of hand +3 Senses passive Perception 11
Senses passive Perception 13 Languages Common
Languages Common Challenge 1 (175 XP)
Challenge 1/4 (50 XP)
Attacks +5 to hit. Hit: 6 damage
Attacks +3 to hit. Hit: 2 damage Attack DCs Primary DC 13, Secondary DC 10
Attack DCs Primary DC 11, Secondary DC 8
Strong Grip. A target grappled by you can't take
Actions reactions. Additionally, you can move at full speed
while grappling a Medium or smaller creature.
Strike. Melee Weapon Attack: +2 vs AC, Hit: 2 slashing
damage.
Actions
Slip Away. When you take the Disengage action, all Unarmed Assault. Melee Weapon Attack: +5 vs AC,
attacks against you have disadvantage until the start of advantage vs targets you are grappling, Hit: 6 (2d4 + 1)
your next turn, or until an attack hits you. bludgeoning damage.
Call For Help. Whether by positive reputation or
Crushing Grapple. Melee Weapon Attack: Athletics vs
blackmail, your ethos urges an ally within 30 feet to
Athletics or Acrobatics (target's choice), Hit: Grappled
move up to its speed towards you. The ally must be
and 3 (1d4 + 1) bludgeoning damage.
able to hear you.
Reactions Reactions
Squeeze. When a creature attempts to break your
Silvertongue. When a creature you can see within 30
grapple, you can use your reaction to impose
feet makes an attack, you can use your reaction to
disadvantage on their Athletics or Acrobatics check. If
impose disadvantage with a witty or distracting
you succeed the contest and maintain your grapple,
remark, provided the target can hear and understand
the target suffers 3 (1d4 + 1) bludgeoning damage.
you.
5
Bandit Houndmaster Bandit's Hound
Medium beast (Lvl 1 Striker, Minion)
Medium humanoid (Lvl 2 Supporter, Grunt)
Armor Class 10
Armor Class 12 Hit Points 5
Hit Points 23 Speed 40 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 8 (−1)
8 (−1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0)
Saving Throws Dex +1, Str/Con -1, Int/Wis/Cha -4
Saving Throws Wis +4, Dex/Int +2, Str/Con/Cha -1 Skills Perception +4
Skills Stealth +4, Perception +5, Survival +5 Senses passive Perception 14
Senses passive Perception 15 Languages —
Languages Common Challenge 1/8 (12 XP)
Challenge 1/2 (112 XP)
Attacks +3 to hit. Hit: 3 damage
Attacks +3 to hit. Hit: 3 damage Attack DCs Primary DC 11, Secondary DC 8
Attack DCs Primary DC 11, Secondary DC 8
Keen Hearing and Smell. You have advantage on
Hunt Leader. Beasts within 5 feet of you have a +1 Wisdom (Perception) checks that rely on hearing or
bonus to attack rolls. smell.
Actions Actions
Whip. Melee Weapon Attack: +3 vs AC, Reach 10 ft. Tooth & Claw. Melee Weapon Attack: +3 vs AC. Hit: 3
Hit: 3 (1d4 + 1) slashing damage. slashing damage.
Master's Mark. You designate a target you can see Pounce. Melee Weapon Attack: DC 11 vs Strength. Hit:
within 60 feet as your target. Beasts friendly to you the target is knocked prone.
deal additional damage to the target equal to their
level using weapon attacks.
Command. A friendly beast within 60 feet of you can
hear and/or see you can use its reaction to make an
attack.
6
Bandit Spellcaster Magic Bolt. Ranged Spell Attack: Evocation Cantrip, range
90 ft, +3 vs AC. Hit: 5 (1d8 + 1) cold, fire, or lightning
Medium humanoid, unaligned
(your choice)
Armor Class 12 Fog Cloud. 1st-level Conjuration spell (concentration), 20
Hit Points 33 ft radius within 120 ft. Area is heavily obscured by fog,
Speed 30 ft. cleared by moderate or greater wind
Magic Missiles. 1st-level Evocation spell, 3 bolts to any
target(s) within 120 ft. 5 force damage
STR DEX CON INT WIS CHA
8 (−1) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) Web. 2nd-level Conjuration spell, 20-ft radius within 60 ft
becomes covered in flammable webs, DC 11 vs Dex, Fail:
Restrained. Can repeat save as an action.
Saving Throws Int +4, Con/Wis +2, Str/Dex/Cha -1
Skills Arcana +5 Creature that enters the webs must make the save. If
Senses passive Perception 12 ignited, 2d4 fire damage to any creature that starts its
Languages — turn in the fire.
Challenge 1 (175 XP)
Erupting Orb. 2nd-level Evocation spell, 20-ft radius
within 90 ft, DC 11 vs Dex, Fail: 15 (4d6 + 1) cold, fire, or
Attacks +3 to hit. Hit: 5 damage lightning (your choice), half on success
Attack DCs Primary DC 11, Secondary DC 8
Reactions
Traits Spellbreak. When an enemy within 60 ft casts a spell, you
Spellcasting. Intelligence. See Actions for spell list can attempt to disrupt the casting. DC 11 vs Con. Fail: The
spell is weakened:
1st level spells (4/rest)
Disadvantage on attack rolls for the spell
2nd level spells (2/rest)
Saves vs the spell have advantage
Disadvantage on saves to concentrate on the spell
Actions If the saving throw fails by 5 or more, the spell fails to
cast and is wasted.
Alternate Spell Options Thunderwave. 1st-level Conjuration spell, 15 ft cube
originating from you, [dc-primary] vs Con, Fail: 10 (2d6+3)
Traits thunder damage and pushed 10 ft away. Half damage and
no push on success.
Mage Armor. By means of a Mage Armor spell, your AC
Supress Senses. 2nd-level Necromancy spell, one target in
becomes 13.
30 ft, 1 minute, [dc-primary] vs Con, Fail: Blind and Deaf
Actions for 1 minute. Targets repeats save end of its turns, end on
success.
Elemental Spray. 1st-level Evocation spell, 15-ft cone, [dc-
Darkness. 2nd-level Evocation spell, 15 ft sphere within 60
primary] vs Dex, Fail: 10 (2d6+3) acid, cold, or fire ft at a point or targeting an object you hold or not being
damage (your choice). Half damage on success.
worn/carried, area becomes magical darkness, dispels
Cause Fear. 1st-level Enchantment spell (concentration), light from 2nd level or lower spells.
one target in 60 ft, [dc-primary] vs Wis, Fail: Target is Hold Person. 2nd-level Enchantment spell
frightened of you for up to 1 minute. Target repeats save (concentration), one humanoid you see in 60 ft, [dc-
end of its turns, ending spell on success. primary] vs Wis, Fail: Target becomes Paralyzed for up to
Faerie Fire. 1st-level Evocation spell (concentration), 20 ft 3 rounds. Target repeats save end of each of its turns,
cube within 60 ft. [dc-primary] vs Dex. Fail: Outlined in ending effect on success.
light for up to 1 min, shedding dim light for 10 ft. Attacks Ray of Enfeeblement. 2nd-level Necromancy spell
against outlined target have advantage if the attacker can (concentration), one creature, 60 ft, Ranged Spell Attack:
see them, and target can't benefit from being invisible [attack] vs AC, Hit: The target deals only half damage
Grease. 1st-level Conjuration spell, 10 ft square within 60 with Strength weapon attacks for 1 minute. Target
ft, 1 minute, area becomes difficult terrain, [dc-primary] repeats save end of its turns, ending effect on success.
vs Dex for any creature in the area when cast, or that
enters the area or ends its turn there. Fail: Prone.
7
Basic Elites & Paragons
Bandit Mastermind Bandit Captain
Medium humanoid (Lvl 4 Supporter Elite)
Medium humanoid (Lvl 2 Scout, Elite)
Armor Class 15
Armor Class 14 Hit Points 54
Hit Points 60 Speed 30 ft.
Speed 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
8 (−1) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 12 (+1)
Saving Throws Dex +7, Con/Cha +4, Str/Int/Wis +2
Saving Throws Int +6, Dex/Wis +4, Str/Con/Cha +1 Skills Athletics +3, Deception +5, Persuasion +5
Skills Acrobatics +3, Investigation +5, Stealth +3 Senses passive Perception 10
Senses passive Perception 12 Languages Common
Languages Common Challenge 3 (550 XP)
Challenge 1 (225 XP)
Attacks +6 to hit. Hit: 8 damage
Attacks +5 to hit. Hit: 4 damage Attack DCs Primary DC 14, Secondary DC 11
Attack DCs Primary DC 13, Secondary DC 10
Command. As a bonus action, you can issue a
Sharp Mind. Your initiative can't be less than 15, and command to a willing creature within 30 ft, allowing it
you are never Surprised. to move up to its speed.
Crafty. You can Disengage or Hide as a bonus action. Elite Resistance (1/round). You can add 1d4 to a saving
Critical Setup. When you take the Help action to aid an throw you make (no action required). You must choose
ally's attack, that attack is a critical on a roll of 18-20. to do so before you roll.
Actions Actions
Strike. Melee Weapon Attack: +4 vs AC, Hit: 4 (1d4 + 2) Strike (x2). Melee or Ranged Weapon Attack: range
slashing damage. 20/60, +6 vs AC. Hit: 4 (1d4 + 2) bludgeoning, piercing,
or slashing damage.
Plan It Out. Mark a target you can see within 30 feet.
Until your next turn ends, your attacks against them Reactions
have advantage, and their attacks against you have
disadvantage. This effect ends if the target hits you Parry. Add +2 to your AC vs a melee attack that would
with an attack. hit you. Must see the attacker and be wielding a melee
weapon.
Reactions Paragon Actions
Guarded Mind. As a reaction you can add 1d10 to an
You can take 1 paragon action(s), choosing to either
Intelligence, Wisdom, or Charisma save you make
move or perform one action. Only one paragon action
(before or after you roll)
can be used at a time and only at the end of another
Paragon Actions creature's turn. You regain spent paragon actions at the
start of your turn.
You can take 1 paragon action(s), choosing to either
move or perform one action. Only one paragon action
can be used at a time and only at the end of another
creature's turn. You regain spent paragon actions at the
start of your turn.
8
Bandit Lord Survival Instinct (Phase 3). You and any allies within 30
feet of you can Disengage as a bonus action.
Medium humanoid, unaligned
Armor Class 16
Actions
Hit Points 160 Strike (x2). Melee Weapon Attack: +7 vs AC. Hit: 7 (1d8 +
Speed 30 ft. 3) bludgeoning, piercing, or slashing damage (your
choice).
STR DEX CON INT WIS CHA Command (1/round). Choose an ally within 30 feet of you
to make a melee weapon attack against a target within its
10 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 18 (+4) reach.
Saving Throws Cha +8, Con/Int +5, Str/Dex/Wis +2 Alternatively, you can command any number of allies
Skills Deception +7, Insight +4, Persuasion +7 within 60 feet to move up to their speed towards a point
Senses passive Perception 11 you choose.
Languages Common Personal Stash. You draw and use a magic item from your
Challenge 5 (1800 XP) personal stash. Once used, an item is expended. Choose
from:
Attacks +7 to hit. Hit: 14 damage
Healing Potion (20 hit points)
Attack DCs Primary DC 15, Secondary DC 12
Fire Flask (thrown 20/60, 10-ft radius, DC 15 vs Dex,
Phase Transition. At 66% and 33% hit points, you may 2d6 fire damage, ignites flammable, unworn/carried
remove all on-going effects on yourself and start a new objects.
phase transition event. Smoke Pod (20-ft radius cloud of smoke centered on
Transition Events. At 66% (100) hit points, you can self, lasts 3 rounds, dispersed by wind)
immediately make one Strike attack against every
creature within 5 feet of you. Reactions
At 33% (50) hit points, you can immediately Disengage Redirect. When you are attacked, you can redirect the
and move up to your speed. attack to an ally within 5 feet of you.
Elite Resistance (2/round). You can add 1d6 to a saving
throw you make, or +2 to your AC vs an attack. You must
Paragon Actions
do so before the save or attack is rolled (no action You can take 3 paragon action(s), choosing to either move
required). or perform one action. Only one paragon action can be
used at a time and only at the end of another creature's
Inspiring Aura (Phase 1 & 2 only). Allies within 30 feet of turn. You regain spent paragon actions at the start of your
you that can see and/or hear you have advantage on turn.
their weapon attacks.
9
Templates
As a reminder, templates are supplementary to the stat blocks
presented above, modifying or enhancing them to fit certain
themes and provide unique challenges for your players in
Butcher Cutthroat
combat.
Traits
Key Clean Cut. (enhances the Backstab trait) If the enemy is
Bloodied (50% or fewer hit points remaining), your
Enhancements. If a feature states that it enhances another, critical triples the damage of your attack, instead of
add the new text to the previous text, which remains otherwise doubling it.
unchanged.
Replacements. If a feature states that it replaces another,
use the new feature in its entirety, and don't use the replaced
feature at all.
Additions. If a feature is a new addition not related to
Butcher Houndmaster
previous features, it will have no special designation marked Traits
beside it.
Hunt Leader, Ruthless. (enchances the Hunt Leader
trait) The bonus becomes +2 if the target is Bloodied
The Butchers (50% or fewer hit points remaining).
The Butchers are a particularly violent, bloodthirsty bandit
group known for their gruesome practices. Butchers use brutal
blades, and are typically a bit mad in the head.
Are your butchers cannibals? Cultists to a bloodthirsty Butcher's Hound
demon? Just particularly violent orcs or goblins? It's up to you!
Traits
Blood Scent. You automatically detect creatures within
Butcher Template 60 feet of you that are missing hit points.
Traits
Bloodthirsty. You have a +1 bonus to attack rolls vs
creatures that are missing hit points. This becomes +2
Butcher Lord
if the creature is Bloodied (50% or fewer hit points
remaining) Traits
Call To Violence. (replaces the 33% hp transition
Butcher's Blades. Your weapon attacks always deal event) You let out a terrifying call to violence. Enemies
slashing damage. within 60 feet that can hear you, [dc-primary] vs Wis,
Fail: Frightened for 1 minute. Target repeats save at
Reactions end of its turns, end on success.
Butcher's Zeal. When a creature within 30 feet of you Bloodbath (Phase 3). (replaces survival instinct) All
becomes Bloodied, you can move up to your speed your attacks have advantage, and all attacks against
towards them as a reaction.
you have advantage. This extends to your allies within
30 feet of you.
Frenzied Strikes (Phase 3). When you take an attack
Butcher Bowhand action, make one additional attack as part of the
action.
Traits Actions
Brutal Precision. (enhances Aimed Shot) If the attack Butcher's Stash. (enhances Personal Stash, replaces
hits, the attack deals +2 damage and the creature's Healing Potion) Frenzy Potion (3 rounds, +2 weapon
speed is halved until your next turn starts. damage, resistance to non-magical bludgeoning,
piercing, and slashing)
10