Acro-Bandit (5e Creature)
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Small humanoid (rito), chaotic neutral
Armor Class 13
Skills Acrobatics +5 (with advantage), Perception +3
Ambusher. The acro-bandit has advantage on attack rolls against any creature it has surprised.
Natural Acrobat. The acro-bandit has advantage on any Dexterity (Acrobatics) check.
Pack Tactics. The acro-bandit has advantage on an attack roll against a creature if at least one of the acro-bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Acro-bandits are comprised of squat, surprisingly nimble, yellow-feathered avian humanoids. They have an unusual expertise in burrowing, which they do primarily with their specialized beaks. They dwell primarily underground in fields and forests, and usually only come above ground to hunt or fight.
Cooperative Kleptomaniacs. Families of these creatures are remarkably close-knit, and rarely is one found not within a group numbering four or five. As their name implies, any acro-bandit has few qualms about theft from anyone outside this kin group. They are renowned for attempting to steal or mug food, gems, or other valuables from just about anyone they come across—usually by force. Whether hunting, stealing, or resting, a typical family of acro-bandits does almost everything together.
Acrobatic. Acro-bandits are remarkably, almost supernaturally agile. They often perform acrobatic feats in an attempt to intimidate potential marks, with the goal of making them seem larger or stronger than they actually are. Most infamously they will stack themselves in a manner resembling human pyramids, as they seem to imagine this strikes fear in their would-be foes.
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