Stat Block Basics: Bandits

by Rashizar

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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 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 enemies.

Along with a revision of the most basic bandit minion stat block, this document also includes: 1 extra minion, 6 basic grunts, 4 advanced grunts, 2 elites, and 1 paragon.

Templates

These stat blocks can be supplemented by templates which enhance or modify the base stat block in a few ways to make them unique and especially flavorful for a specific type of enemy and/or faction.

Included at the end of this document is an example bandit faction with a handful of templates included. Patrons have access to an exclusive PDF with more factions ready to go and continually added in the future. I will also be releasing projects covering other types of enemies, such as cults, goblinoids, and more!

Reskinning

You don't necessarily need to use templates to reskin these stat blocks! Get creative and assign stat blocks to NPCs and enemies 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 or Bandit Strongarm, and flavor the weapons as pots, pans, or knives. Reskin a Bandit Fence as a Quartermaster or Spy, reskin a Bandit Houndmaster as a Lion Tamer or Hawk Handler, and so on.

Encounter Levels

Since bandits are more often a threat during the first tier or two 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!

Basic Minion


Bandit

Medium humanoid (Lvl 1 Striker Minion)


  • Armor Class 8
  • Hit Points 7
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (−1)

  • Saving Throws Str +1, Dex/Con -1, Int/Wis/Cha -4
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (12 XP)

  • Attacks +3 to hit. Hit: 2 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Gang Fighter. Your attacks have an extra +1 to hit against a creature if at least one of your allies is within 5 feet of them and isn't incapacitated.

Actions

Strike. Melee Weapon Attack: +3 vs AC. Hit: 2 bludgeoning, piercing, or slashing damage (your choice).

Dirty Fighting. Melee Weapon Attack: DC 11 vs Str or 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.

Basic Grunts


Bandit Blade

Medium humanoid (Lvl 2 Striker Grunt)


  • Armor Class 10
  • Hit Points 38
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (−1)

  • Saving Throws Dex +3, Str/Con +1, Int/Wis/Cha -2
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1/2 (112 XP)

  • Attacks +5 to hit. Hit: 5 damage
  • Attack DCs Primary DC 13, Secondary DC 10

Actions

Strike. Melee Weapon Attack: +5 vs AC. Hit: 5 (1d6 + 2) slashing or piercing damage. If the attack exceeds the target's AC by 5 or more, deal 3 extra damage.

Knockback. Melee Weapon Attack: DC 13 vs Strength. Hit: the target is pushed up to 10 ft away or knocked prone.

Reactions

Parry. You can add 1d4 to your AC against one melee attack that would hit you. You must see the attacker and be armed.


Bandit Bowhand

Medium humanoid (Lvl 1 Sniper Grunt)


  • Armor Class 14
  • Hit Points 20
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (−1)

  • Saving Throws Dex +5, Str/Wis +3, Con/Int/Cha +0
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 1/4 (50 XP)

  • Attacks +3 to hit. Hit: 3 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Aimed Shot. You can use your bonus action to gain advantage on a ranged weapon attack, provided you haven't moved yet this turn. Your speed becomes 0 for the rest of the turn.

Actions

Ranged Shot. Ranged Weapon Attack: Range 120/360, +3 vs AC. Hit: 3 piercing damage.

Desperate Strike. Melee Weapon Attack: +2 vs AC. Hit: 2 bludgeoning, piercing, or slashing damage.

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).


Bandit Shield

Medium humanoid (Lvl 1 Defender Grunt)


  • Armor Class 16
  • Hit Points 26
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 8 (−1)

  • Saving Throws Con +6, Str/Wis +4, Dex/Int/Cha +1
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1/4 (50 XP)

  • Attacks +3 to hit. Hit: 2 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Actions

Defend. You gain +2 AC until the start of your next turn. Additionally, you can take one additional reaction before that time (although no more than one reaction per trigger).

Strike. Melee Weapon Attack: +3 vs AC. Hit: 2 bludgeoning 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.


Bandit Cutthroat

Medium humanoid (Lvl 1 Lurker Grunt)


  • Armor Class 10
  • Hit Points 13
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 12 (+1)

  • Saving Throws Dex +3, Int/Wis +1, Str/Con/Cha -2
  • Skills Stealth +5, Sleight of Hand +5
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1/4 (50 XP)

  • Attacks +5 to hit. Hit: 3 damage
  • Attack DCs Primary DC 13, Secondary DC 10

Crafty. You can Hide or Disengage as a bonus action.

Backstab. When you attack an enemy from whom you are hidden, your attack is a critical hit.

Actions

Strike. Melee Weapon Attack: +5 vs AC. Hit: 3 piercing or slashing damage.


Bandit Enforcer

Medium humanoid (Lvl 1 Striker Grunt)


  • Armor Class 10
  • Hit Points 33
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (−1) 12 (+1) 10 (+0)

  • Saving Throws Str +3, Con/Wis +1, Dex/Int/Cha -2
  • Skills Athletics +5
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1/4 (50 XP)

  • Attacks +5 to hit. Hit: 3 damage
  • Attack DCs Primary DC 13, Secondary DC 10

Mountain To Move. You have advantage on ability checks and saving throws to avoid being moved against your will or knocked prone.

Actions

Bludgeon. Melee Weapon Attack: +5 vs AC. Hit: 3 bludgeoning damage.

Dirty Fighting. Melee Weapon Attack: DC 13 vs Str or 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.


Bandit Skulker

Medium humanoid (Lvl 1 Scout, Grunt)


  • Armor Class 12
  • Hit Points 26
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Wis +4, Dex/Int +2, Str/Con/Cha -1
  • Skills Perception +5, Stealth +4, Survival +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 1/4 (50 XP)

  • Attacks +3 to hit. Hit: 2 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Cunning. You can Dash, Disengage, or Hide as a bonus action.

Alert. You can't be surprised. As a reaction when an ally within 10 feet of you would be surprised, you can prevent the condition for them.

Actions

Strike. Melee Weapon Attack: +3 vs AC. Hit: 2 piercing or slashing damage.

Advanced Grunts


Bandit Fence

Medium humanoid (Lvl 1 Controller, Grunt)


  • Armor Class 12
  • Hit Points 26
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 12 (+1) 10 (+0) 12 (+1) 16 (+3) 14 (+2)

  • Saving Throws Wis +4, Int/Cha +2, Str/Dex/Con -1
  • Skills Insight +5, Deception +4, Sleight of hand +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1/4 (50 XP)

  • Attacks +3 to hit. Hit: 2 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Actions

Strike. Melee Weapon Attack: +2 vs AC, Hit: 2 slashing damage.

Slip Away. When you take the Disengage action, all attacks against you have disadvantage until the start of your next turn, or until an attack hits you.

Call For Help. Whether by positive reputation or blackmail, your ethos urges an ally within 30 feet to move up to its speed towards you. The ally must be able to hear you.

Reactions

Silvertongue. When a creature you can see within 30 feet makes an attack, you can use your reaction to impose disadvantage with a witty or distracting remark, provided the target can hear and understand you.


Bandit Strongarm

Medium humanoid (Lvl 3 Striker Grunt)


  • Armor Class 10
  • Hit Points 42
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (−1) 12 (+1) 10 (+0)

  • Saving Throws Str +3, Dex/Con +1, Int/Wis/Cha -2
  • Skills Athletics +7
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (175 XP)

  • Attacks +5 to hit. Hit: 6 damage
  • Attack DCs Primary DC 13, Secondary DC 10

Strong Grip. A target grappled by you can't take reactions. Additionally, you can move at full speed while grappling a Medium or smaller creature.

Actions

Unarmed Assault. Melee Weapon Attack: +5 vs AC, advantage vs targets you are grappling, Hit: 6 (2d4 + 1) bludgeoning damage.

Crushing Grapple. Melee Weapon Attack: Athletics vs Athletics or Acrobatics (target's choice), Hit: Grappled and 3 (1d4 + 1) bludgeoning damage.

Reactions

Squeeze. When a creature attempts to break your grapple, you can use your reaction to impose disadvantage on their Athletics or Acrobatics check. If you succeed the contest and maintain your grapple, the target suffers 3 (1d4 + 1) bludgeoning damage.


Bandit Houndmaster

Medium humanoid (Lvl 2 Supporter, Grunt)


  • Armor Class 12
  • Hit Points 23
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Wis +4, Dex/Int +2, Str/Con/Cha -1
  • Skills Stealth +4, Perception +5, Survival +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 1/2 (112 XP)

  • Attacks +3 to hit. Hit: 3 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Hunt Leader. Beasts within 5 feet of you have a +1 bonus to attack rolls.

Actions

Whip. Melee Weapon Attack: +3 vs AC, Reach 10 ft. Hit: 3 (1d4 + 1) slashing damage.

Master's Mark. You designate a target you can see within 60 feet as your target. Beasts friendly to you 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.


Bandit's Hound

Medium beast (Lvl 1 Striker, Minion)


  • Armor Class 10
  • Hit Points 5
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 8 (−1)

  • Saving Throws Dex +1, Str/Con -1, Int/Wis/Cha -4
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/8 (12 XP)

  • Attacks +3 to hit. Hit: 3 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Tooth & Claw. Melee Weapon Attack: +3 vs AC. Hit: 3 slashing damage.

Pounce. Melee Weapon Attack: DC 11 vs Strength. Hit: the target is knocked prone.



Bandit Spellcaster

Medium humanoid, unaligned


  • Armor Class 12
  • Hit Points 33
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1)

  • Saving Throws Int +4, Con/Wis +2, Str/Dex/Cha -1
  • Skills Arcana +5
  • Senses passive Perception 12
  • Languages
  • Challenge 1 (175 XP)

  • Attacks +3 to hit. Hit: 5 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Traits

Spellcasting. Intelligence. See Actions for spell list

  • 1st level spells (4/rest)
  • 2nd level spells (2/rest)

Actions

Magic Bolt. Ranged Spell Attack: Evocation Cantrip, range 90 ft, +3 vs AC. Hit: 5 (1d8 + 1) cold, fire, or lightning (your choice)

Fog Cloud. 1st-level Conjuration spell (concentration), 20 ft radius within 120 ft. Area is heavily obscured by fog, cleared by moderate or greater wind

Magic Missiles. 1st-level Evocation spell, 3 bolts to any target(s) within 120 ft. 5 force damage

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.

Creature that enters the webs must make the save. If ignited, 2d4 fire damage to any creature that starts its turn in the fire.

Erupting Orb. 2nd-level Evocation spell, 20-ft radius within 90 ft, DC 11 vs Dex, Fail: 15 (4d6 + 1) cold, fire, or lightning (your choice), half on success

Reactions

Spellbreak. When an enemy within 60 ft casts a spell, you can attempt to disrupt the casting. DC 11 vs Con. Fail: The spell is weakened:

  • Disadvantage on attack rolls for the spell
  • Saves vs the spell have advantage
  • Disadvantage on saves to concentrate on the spell

If the saving throw fails by 5 or more, the spell fails to cast and is wasted.



Alternate Spell Options

Traits

Mage Armor. By means of a Mage Armor spell, your AC becomes 13.

Actions

Elemental Spray. 1st-level Evocation spell, 15-ft cone, [dc-primary] vs Dex, Fail: 10 (2d6+3) acid, cold, or fire damage (your choice). Half damage on success.

Cause Fear. 1st-level Enchantment spell (concentration), one target in 60 ft, [dc-primary] vs Wis, Fail: Target is frightened of you for up to 1 minute. Target repeats save end of its turns, ending spell on success.

Faerie Fire. 1st-level Evocation spell (concentration), 20 ft cube within 60 ft. [dc-primary] vs Dex. Fail: Outlined in light for up to 1 min, shedding dim light for 10 ft. Attacks against outlined target have advantage if the attacker can see them, and target can't benefit from being invisible

Grease. 1st-level Conjuration spell, 10 ft square within 60 ft, 1 minute, area becomes difficult terrain, [dc-primary] vs Dex for any creature in the area when cast, or that enters the area or ends its turn there. Fail: Prone.

Thunderwave. 1st-level Conjuration spell, 15 ft cube originating from you, [dc-primary] vs Con, Fail: 10 (2d6+3) thunder damage and pushed 10 ft away. Half damage and no push on success.

Supress Senses. 2nd-level Necromancy spell, one target in 30 ft, 1 minute, [dc-primary] vs Con, Fail: Blind and Deaf for 1 minute. Targets repeats save end of its turns, end on success.

Darkness. 2nd-level Evocation spell, 15 ft sphere within 60 ft at a point or targeting an object you hold or not being worn/carried, area becomes magical darkness, dispels light from 2nd level or lower spells.

Hold Person. 2nd-level Enchantment spell (concentration), one humanoid you see in 60 ft, [dc-primary] vs Wis, Fail: Target becomes Paralyzed for up to 3 rounds. Target repeats save end of each of its turns, ending effect on success.

Ray of Enfeeblement. 2nd-level Necromancy spell (concentration), one creature, 60 ft, Ranged Spell Attack: [attack] vs AC, Hit: The target deals only half damage with Strength weapon attacks for 1 minute. Target repeats save end of its turns, ending effect on success.

Basic Elites & Paragons


Bandit Mastermind

Medium humanoid (Lvl 2 Scout, Elite)


  • Armor Class 14
  • Hit Points 60
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8 (−1) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

  • Saving Throws Int +6, Dex/Wis +4, Str/Con/Cha +1
  • Skills Acrobatics +3, Investigation +5, Stealth +3
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1 (225 XP)

  • Attacks +5 to hit. Hit: 4 damage
  • Attack DCs Primary DC 13, Secondary DC 10

Sharp Mind. Your initiative can't be less than 15, and you are never Surprised.

Crafty. You can Disengage or Hide as a bonus action.

Critical Setup. When you take the Help action to aid an ally's attack, that attack is a critical on a roll of 18-20.

Actions

Strike. Melee Weapon Attack: +4 vs AC, Hit: 4 (1d4 + 2) slashing damage.

Plan It Out. Mark a target you can see within 30 feet. Until your next turn ends, your attacks against them have advantage, and their attacks against you have disadvantage. This effect ends if the target hits you with an attack.

Reactions

Guarded Mind. As a reaction you can add 1d10 to an Intelligence, Wisdom, or Charisma save you make (before or after you roll)

Paragon Actions

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.


Bandit Captain

Medium humanoid (Lvl 4 Supporter Elite)


  • Armor Class 15
  • Hit Points 54
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

  • Saving Throws Dex +7, Con/Cha +4, Str/Int/Wis +2
  • Skills Athletics +3, Deception +5, Persuasion +5
  • Senses passive Perception 10
  • Languages Common
  • Challenge 3 (550 XP)

  • Attacks +6 to hit. Hit: 8 damage
  • Attack DCs Primary DC 14, Secondary DC 11

Command. As a bonus action, you can issue a command to a willing creature within 30 ft, allowing it to move up to its speed.

Elite Resistance (1/round). You can add 1d4 to a saving throw you make (no action required). You must choose to do so before you roll.

Actions

Strike (x2). Melee or Ranged Weapon Attack: range 20/60, +6 vs AC. Hit: 4 (1d4 + 2) bludgeoning, piercing, or slashing damage.

Reactions

Parry. Add +2 to your AC vs a melee attack that would hit you. Must see the attacker and be wielding a melee weapon.

Paragon Actions

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.



Bandit Lord

Medium humanoid, unaligned


  • Armor Class 16
  • Hit Points 160
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 18 (+4)

  • Saving Throws Cha +8, Con/Int +5, Str/Dex/Wis +2
  • Skills Deception +7, Insight +4, Persuasion +7
  • Senses passive Perception 11
  • Languages Common
  • Challenge 5 (1800 XP)

  • Attacks +7 to hit. Hit: 14 damage
  • Attack DCs Primary DC 15, Secondary DC 12

Phase Transition. At 66% and 33% hit points, you may remove all on-going effects on yourself and start a new phase transition event.

Transition Events. At 66% (100) hit points, you can immediately make one Strike attack against every creature within 5 feet of you.

At 33% (50) hit points, you can immediately Disengage and move up to your speed.

Elite Resistance (2/round). You can add 1d6 to a saving throw you make, or +2 to your AC vs an attack. You must do so before the save or attack is rolled (no action required).

Inspiring Aura (Phase 1 & 2 only). Allies within 30 feet of you that can see and/or hear you have advantage on their weapon attacks.

Survival Instinct (Phase 3). You and any allies within 30 feet of you can Disengage as a bonus action.

Actions

Strike (x2). Melee Weapon Attack: +7 vs AC. Hit: 7 (1d8 + 3) bludgeoning, piercing, or slashing damage (your choice).

Command (1/round). Choose an ally within 30 feet of you to make a melee weapon attack against a target within its reach.

Alternatively, you can command any number of allies within 60 feet to move up to their speed towards a point you choose.

Personal Stash. You draw and use a magic item from your personal stash. Once used, an item is expended. Choose from:

  • Healing Potion (20 hit points)
  • Fire Flask (thrown 20/60, 10-ft radius, DC 15 vs Dex, 2d6 fire damage, ignites flammable, unworn/carried objects.
  • Smoke Pod (20-ft radius cloud of smoke centered on self, lasts 3 rounds, dispersed by wind)

Reactions

Redirect. When you are attacked, you can redirect the attack to an ally within 5 feet of you.

Paragon Actions

You can take 3 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.

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 combat.

Key

Enhancements. If a feature states that it enhances another, add the new text to the previous text, which remains otherwise 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 previous features, it will have no special designation marked beside it.

The Butchers

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 demon? Just particularly violent orcs or goblins? It's up to you!


Butcher Template

Traits

Bloodthirsty. You have a +1 bonus to attack rolls vs creatures that are missing hit points. This becomes +2 if the creature is Bloodied (50% or fewer hit points remaining)

Butcher's Blades. Your weapon attacks always deal slashing damage.

Reactions

Butcher's Zeal. When a creature within 30 feet of you becomes Bloodied, you can move up to your speed towards them as a reaction.


Butcher Bowhand

Traits

Brutal Precision. (enhances Aimed Shot) If the attack hits, the attack deals +2 damage and the creature's speed is halved until your next turn starts.


Butcher Cutthroat

Traits

Clean Cut. (enhances the Backstab trait) If the enemy is Bloodied (50% or fewer hit points remaining), your critical triples the damage of your attack, instead of doubling it.


Butcher Houndmaster

Traits

Hunt Leader, Ruthless. (enchances the Hunt Leader trait) The bonus becomes +2 if the target is Bloodied (50% or fewer hit points remaining).


Butcher's Hound

Traits

Blood Scent. You automatically detect creatures within 60 feet of you that are missing hit points.


Butcher Lord

Traits

Call To Violence. (replaces the 33% hp transition event) You let out a terrifying call to violence. Enemies within 60 feet that can hear you, [dc-primary] vs Wis, Fail: Frightened for 1 minute. Target repeats save at end of its turns, end on success.

Bloodbath (Phase 3). (replaces survival instinct) All your attacks have advantage, and all attacks against you have advantage. This extends to your allies within 30 feet of you.

Frenzied Strikes (Phase 3). When you take an attack action, make one additional attack as part of the action.

Actions

Butcher's Stash. (enhances Personal Stash, replaces Healing Potion) Frenzy Potion (3 rounds, +2 weapon damage, resistance to non-magical bludgeoning, piercing, and slashing)