D&D (2024) New Constructs, Plants, Beasts & Humanoids | 2024 Monster Manual | D&D

What does get interesting is if you apply the "human" species to the bandit stat block. In particular, giving them an origin feat.

  • Skilled? Perception and Stealth makes them marginally more dangerous, but has no effect on CR.
  • Alert? Additional +2 initiative makes them considerably more dangerous, especially to 1st level parties, since if they go first 8 bandits could easily manage a TPK. However, initiative modifications do not affect CR.
  • Magic Initiate? eight bandits, all casting Inflict Wounds on the 1st round, could wipe a 3rd level party of four. It probably boosts them to at least CR1.
  • Savage Attacker? Was that a tumbleweed blowing past?
Interesting. Inflict ups their damage average from 5 to 11. I'd say doubling their DPR should be a CR adjustment.
 

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Interesting. Inflict ups their damage average from 5 to 11. I'd say doubling their DPR should be a CR adjustment.
They can only do it once, but these guys aren’t expected to last more than one round. But I’ve noticed cult fanatics hitting like a brick outhouse with inflict wounds.

Of course, if you gave this feat to a cult fanatic, it wouldn’t change its CR.
 

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