Bandit Factions
These templates can enhance or modify the base stat blocks presented in Stat Block Basics: Bandits in a few ways to make them unique and especially flavorful for a specific type of enemy and/or faction.
These templates are exclusive to patrons as a benefit of your support.
Reskinning
Remember that any of the basic stat blocks or templates you see here can always be reskinned. Use your imagination and create whatever visual descriptions and roleplay factors you like -- these statistics exist to supplement your story and foster interesting combat should fighting begin.
Encounter Levels
Since bandits are more often a threat during the first tier or two of play (levels 1-10), most of the info here is 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.
Templates & CR
Templates should not significantly affect the CR of a stat block. Some features do increase certain capabilities, such as damage output. Be reasonably aware when that is the case -- however, you shouldn't have to completely rebalance your encounters.
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.
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!
Note
This is a living document which will be updated based on feedback, and also to include more content. You can find a preview of that content at the end, and patrons can influence which type of content is added by talking to Mythmaker!
The Slitherfang Sisterhood
Equal parts deadly and eccentric, these bandits accept only female-identifying individuals.
Many of their practices resemble those of assassins, except (crucially) they loathe death and avoid it at all costs. Instead, they use powerful toxins to paralyze or otherwise incapacitate, confuse, blind, or distract foes.
Slitherfang often have intricate body art, piercings, and similar decorations, inspired by eastern tribal aesthetics.
Slitherfang Template
Traits
Strict Code. Your attacks are non-lethal. To break this code is to be banished from the sisterhood.
Serpentine Movement. Attacks do not gain advantage against you as a result of you being prone. You can stand up from being prone using 5 feet of movement.
Slippery. You can Disengage as a bonus action. You have advantage on ability checks to avoid or escape a grapple.
Tolerance. You are immune to poison damage and the poisoned condition.
Slitherfang Blade
Actions
Venom Strike. (enhances Strike, replaces extra damage) If the attack exceeds the target's AC by 5 or more, the target is poisoned until its next turn ends.
Slitherfang Bowhand
Traits
Toxic Arrow (1/rest). As a bonus action, you can coat your ammunition in a paralyzing poison. If your next attack hits, the target must make a [dc-secondary] vs Con. Fail: The target is poisoned until its next turn ends. While poisoned in this way, it is also paralyzed.
Slitherfang Cutthroat
Traits
Assassin's Armament. Your weapon attacks deal poison damage equal to your level.
Slitherfang Skulker
Reactions
Serpent's Instincts. When you roll initiative, you can immediately move up to your speed and make a melee attack or take the Hide action.
Slitherfang Strongarm
Traits
Constrictor. At the start of your turn, any creature you are grappling suffers bludgeoning damage equal to your level.
Slitherfang Snake Charmer
(replaces Houndmaster)
Ability Score change: Int 10 (+0), Cha 14 (+2)
Skills. (enhances skills) +5 Performance
Traits
Snake Master. (enhances Hunt Leader) and +2 AC. Additionally, replace any Bandit's Hound with a Slitherfang Serpent (use the Poisonous Snake stat block, MM p334)
Actions
Charm (Cooldown 3). 1st-level spell, Enchantment, 30 feet, must see the target, target must see and hear you. [dc-primary] vs Wis, Fail: Charmed by you for up to 3 rounds. Repeat saving throw whenever the target takes damage, end on success.
Slitherfang Captain
Traits
Fangs. Your weapon attacks deal poison damage equal to your level.
Reactions
Snapback. When a melee attack misses you, you can make a melee weapon attack against the attacker with advantage.
Slitherfang Queen
(enhances Bandit Lord)
Traits
Scales for Survival. (replaces the 33% transition event) Your AC is increased by 2 and you can immediately move up to your speed without provoking opportunity attacks. Additionally, at the start of the next round, your place in initiative increases by 10 for the rest of the combat, as does that of all your allies within 60 feet of you.
Survival Instinct (removed)
Traits
Fangs. Your weapon attacks deal poison damage equal to your level.
Royal Toxin (2/rest). As a bonus action, you can coat your weapon with poison. Your next weapon attack that hits deals additional poison damage equal to your level, and the target must make a [dc-secondary] vs Con, Fail: Poisoned until its next turn ends. While poisoned in this way, also paralyzed.
Reactions
Snapback. When a melee attack misses you, you can make a melee weapon attack against the attacker with advantage.
The Diamond Dogs
This all-Kobold bandit group is obssessed with gems and shiny things. The Diamond Dogs are dirty and rough, in appearance and morals. Despite this, they don't crave the finer things of life. The simple beauty of shiny wealth is attractive to them.
Their name actually comes from an insult turned towards them once. Their leader, no the brightest bulb, thought the insult fitting and catchy, so it was adopted.
Diamond Dog Template
(Small humanoid (kobold) (replaces Medium humanoid)
Ability Score change: Str reduced by 4, Int reduced by 2
Traits
Underdog. Once per turn, you can add your level to your attack's damage against a creature larger than you.
Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the target and isn't incapacitated.
Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Diamond Dog Slinger
(enhances Bandit Bowhand)
Actions
Slingshot. (modifies Ranged Shot) Range 30/120, if the attack exceeds the target's AC by 5 or more, the target must make a [dc-primary] vs Con, Fail: The target until is Dazed until its next turn ends.
Dazed
Dazed is a condition under which a creature can't take reactions. Additionally, on a dazed creature's turn, it can take only an action or a bonus action -- not both. Lastly, a dazed creature has disadvantage on saving throws vs being stunned.
Diamond Dog Shield
Reactions
Bash (removed)
Look Over Here. When an enemy within 15 feet attacks one of your allies, you can impose disadvantage on the attack.
Diamond Dog Cutthroat
Traits
Kobold Poison (1/rest). As a bonus action, you can apply poison to your weapon. Your next attack that hits forces a [dc-secondary] vs Con, Fail: The target is poisoned until its next turn ends. While poisoned this way, the target is also blinded.
Diamond Dog Spellcaster
Actions
Enlarge. 1st-level Transmutation spell (concentration), willing ally in 30 ft becomes size Large, as does its equipment. For up to 1 min, advantage on Strength ability checks and saving throws, target also deals extra damage on Strength weapon attacks equal to its level
Diamond Dog Mastermind
Traits
Trap Layer. With at least 10 minutes to prepare, you can lay a trap in an area of cave, forest, urban, or similar terrain. Your trap can be one of the following:
- Bola launcher (Triggers up to 3 times). Triggered by a pressure plate (5 ft square). [dc-secondary] vs Dex, Fail: Prone and speed reduced to 0. Repeat save as action to remove the bola, or break it (AC 6, hp 3)
- Tripwire Bomb (Triggers only once). Triggered by tripwire (up to 10 ft long). 10-ft cube centered on point of your choice, [dc-secondary] vs Dex, Fail: 8 (2d6+1) acid, fire, or piercing damage (your choice).
- Bear Trap (Triggers only once). Triggered by walking into space (5 ft square). [dc-secondary] vs Dex, Fail: 4 (1d6+1) piercing damage and restrained. Repeat save as action to remove. Repeat piercing damage at end of each of target's turns.
The Stonecoffers
Cave-dwelling bandits that terrorize mountain passes, frequented underground networks, or barren hills. Stonecoffers often take up hold in mines or underground fortresses, usually which they took over from another faction or which were previously abandoned.
Stonecoffers are not exclusively dwarves, but most of them are dwarves nonetheless. A splattering of other races join them as well.
Stonecoffer Template
AC +1, Speed -5 ft
(optional) Darkvision 60 ft
Traits
Sturdy. You have advantage on ability checks or saving throws against being knocked prone or pushed.
Stonecoffer Shield
Traits
Fortified. You reduce incoming non-magical bludgeoning, piercing, and slashing damage by 1.
Stonecoffer Enforcer
Traits
Immovable Mountain. (replaces Mountain to Move) You can't be knocked prone, and you are immune to being pushed against your will.
Stonecoffer Skulker
Traits
Stone Camoflauge. You have advantage on Dexterity (Stealth) checks to hide in rocky or mountainous terrain.
Stonecoffer Spellcaster
Actions
Stoneward. (replaces Fog Cloud) 1st-level Abjuration, three willing targets within 15 feet, +2 AC and +1 damage reduction vs nonmagical bludgeoning, piercing, and slashing for 3 rounds.
Petrify. (replaces Web) 2nd-level Transmutation spell (concentration), one target in 30 ft, [dc-primary] vs Con, Fail: Target is petrified for up to 3 rounds.
Stonecoffer Captain
Traits
Fortified. You reduce incoming non-magical bludgeoning, piercing, and slashing damage by 2.
Stonecoffer King
(enhances Bandit Lord)
Traits
Unbreakable. (replaces 33% hp transition) You become immune to nonmagical bludgeoning, piercing, and slashing damage until your next turn ends.
Stand Strong. (replaces Survival Instinct) You and any allies within 30 feet you gain +2 damage reduction against nonmagical bludgeoning, piercing, and slashing damage (this can stack with other sources of damage reduction)
Fortified. You reduce incoming non-magical bludgeoning, piercing, and slashing damage by 3.
Reactions
Endurance. Reduce incoming damage by 1d10.
The Mirror Men
A peculiar group of mysterious bandits. This faction accepts only members who fit an extremely specific physical regiment. Once recruited, a member is given uniform and mask which matches all other members exactly, and the uniform is always worn. In this way, every single member of the Mirror Men looks exactly the same.
Misdirection, confusion, and sometimes illusion magic are the Mirror Men's strongest weapons.
Mirror Men Template
Traits
Identical. Your appearance, including your physique, outerwear, and equipment are identical to all other Mirror Men. All Mirror Men wield identical shortswords (this inflicts no mechanical change to a stat block, outside of the Bowhand which is not valid for the Mirror Men)
Confound. While you are within 5 feet of another Mirror Men bandit, any weapon attack made against that relies on sight can not benefit from advantage. If the attacker would roll twice due to advantage, they roll normally instead.
Actions
Throwing Shard. Ranged Weapon Attack. Range 20/60, Attack vs AC, Hit: [damage, d4] piercing or slashing damage (your choice).
Reactions
Coordinated Swap. As a reaction at the start or end of any creature's turn, you can switch places with another Mirror Men bandit within 5 ft. of you.
Mirror Men Blade
Reactions
Confounding Parry. (enhances Parry) If the triggering attack relies on sight and you are within 5 feet of another Mirror Men bandit, add +4 to your AC instead of rolling 1d4.
Mirror Men Shield
Traits
Reflective Defense. Allies that benefit from Confound. while within 5 ft of you also have +2 AC.
Mirror Men Cutthroat
Traits
Coordinated Craftiness. (enhances Crafty) Additionally, you can Hide using only another Mirror Men bandit as cover.
Mirror Men Spellcaster
Traits
Subtle Spells. Your spellcasting requires no components.
Actions
Mirror Image. (replaces Web) 2nd-level Illusion spell, three illusory duplicates surround you in your space for 1 minute. When an attack would hit you, there is a 75% chance it hits and destroys a duplicate instead. This becomes 50% when you have only two duplicates, and 25% when you have only one.
Mirror Maze. (replaces Fog Cloud) 1st-level Enchantment spell, Concentration up to 3 rounds, one creature in 60 feet, [dc-primary] vs Wis, Fail: The target is Dazed. Additionally, it perceives an illusory maze that only it can see. At the start of the target's turn, it uses all its movement to move in a random direction (roll 1d8 where 1 is north, 2 is northeast, 3 is east, and so on).
Mirror Men Mastermind
Reactions
Expert Coordination. (enhances Coordinated Swap) Both you and the affected ally also gain +2 AC until your next turn ends.
Mirror Men Captain
Traits
Elite Resistance (1/round). (enhances elite resistance) Add 2d4 instead if you are currently benefiting from Confound.
Reactions
Confounding Parry. (enhances Parry) If the triggering attack relies on sight and you are within 5 feet of another Mirror Men bandit, add +4 to your AC instead of +2
Mirror King
Traits
King of Mirrors (Phase 3.) (replaces survival instinct) You can use Redirect any number of times per round, without requiring or expending your reaction.
Actions
Mirror King's Stash. (enhances personal stash, replaces Fog Cloud) Bottled Reality (thrown, 20/60) 15-ft radius, DC 15 vs Wis, Whenever a creature inside this radius makes a melee weapon attack, there is a 50% chance the attack is redirected from their intended target to a different target within 5 ft of it. If there is no other target in that range, the attack misses and is wasted.
Coming Soon
A collection of templates for each of the following factions will be added to this living document over the course of the next week. Patrons can vote on which of the factions below they want to see added most! You can find the poll on our patreon. You can also submit your own faction ideas for consideration and they may just be added!
Note: If you have any requests for other factions, please share them via Patreon or Discord!
The Swindlesong Bandits
Bandits and bards aren't the first combination one thinks of, but that's partly the strength of this organization. "Be the unexpected" is their mantra. Cunning and charm are at the forefront of their crimes, and violence is rarely resorted too, though they keep some muscle around as needed.
The Merry Men
A twisted spin on the legendary band of bandits led by Rodin Hjord, this group of outlaws likes to try and play the good guy, but truly has sinister and selfish intentions. Depending on your desired story, it's likely this group is beloved by locals, but your adventurers will more than likely learn the truth about their dark ways.
The Merry Men don't just steal from the rich and give to the poor (though they do fulfill that end of the bargain). They torture the rich, to an extreme and disturbing extent. They don't simply murder -- they capture aristocrats, wealthy merchants, politicians, physically torture them, subject them to violent games and force them to fight each other or wild beasts, sell them into slavery of all kinds, or even trade them with local hags or fiends in exchange for other valuables.
The Highlanders
Bandits from barbarian tribes of the highlands. Perhaps they were exiled from their tribes, or perhaps their tribes were slaughtered and this is all that remains, turning to outlaw ways to survive. In any case, highlanders continue most of the traditions one would expect from their peoples.
Dragonflies
River-based bandits, the dragonflies are swift, mobile, and clever. They frequently strike trade routes along rivers, but even the most well guarded ships struggle to deal with their speed. Dragonflies employ means of locomotion over land, air, and water, including boats, gliding-contraptions, and even mystical beast mounts such as giant dragonflies and the Ersenni (water-walking steeds).
If possible, it is recommended that a GM increase the level of any Bandit stat block used for the Dragonflies by 3.
The Blood-Rats
Previously posted on our subreddit, these bandits possess a unique curse similar to Lycanthropy, but not identical. Blood rats transform into a rat-humanoid hybrid once they become damaged to a certain point. They are much more viscious in their rat form, but also less intelligent.
Buck's Boys
Bandits often operate in rural areas where law enforcement is less organized and powerful. Buck's Boys are one such group, a collection of rough and tumble country folk turning to crime to make their fortune. Most are accomplished horse riders and often employ their equestrian skills during heists or hold ups.
These bandits take manners very seriously. Even during a crime, they are always respectful and use good manners. It is often a confusing and strange experience for their victims. Some of the bandits are even quite charming.
Nightshadow Bandits
Something of a small scale shadow organization, the Nightshadow bandits operate via infiltration and espionage. Common tactics include planting one or more inside agents into caravans or other targets they intend to hit. They always have high level intel on their targets and the areas in which they stage their ambushes.
They may not be the strongest, fastest, or most magically inclined, but every crime they commit is extremely well prepared, and they rarely leave a trace.
The Alleycats
Urban bandits specialized in navigating the tricky layouts of big towns and cities, where guard presence and architecture can often make heists tricky. Alleycats are equal parts accomplished in small scale robberies to high-stakes heists. Travelling their alleys leaves a good chance of getting pickpocket or stood up.