Drunken Bandit - AI-generated fantasy Monster

Drunken Bandit

The mercenaries of Black-Rock Keep are notorious for their lack of discipline. This particular guard has discovered that the 'tribute' barrels from local villages are rarely counted correctly by the master-at-arms.

MediumHumanoid(Human)CR 1/8Neutral Evil

Drunken Bandit

BanditSentryDrunkard
HP11AC11SPD25 ft.CR1/8AthleticsDeception
STR
11
DEX
10
CON
13
save
INT
8
WIS
7
CHA
10
Liquid Courage. The bandit is too intoxicated to feel fear and is immune to being Frightened.
Drunken Haze. The bandit has disadvantage on Initiative rolls and Wisdom (Perception) checks.
Swaying Stance. While the bandit is standing, their unpredictable swaying causes melee attack rolls against them to have disadvantage.
Rusty Scimitar. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () slashing damage. On a natural 1, the bandit loses their balance and falls prone.
Bottle Throw. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 2 () bludgeoning damage plus 1 poison damage from the vinegar-like wine inside.
Slurred Challenge. The bandit shouts a confusing, boozy insult. One creature within 30 feet must succeed on a Wisdom saving throw or be so baffled they cannot use reactions until the start of their next turn.
Burp. When a creature ends its turn within 5 feet of the bandit, the bandit lets out a foul, alcoholic belch. The creature must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
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