Bandit
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=== Bandit ===
| Race: Human | HP: ~155
| SR: (none)
| TR: (none)
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AB: 28
| AC: 18-22
| Saves: F 17 / R 12 / W 22
| Conceal: (none)
| KB: (none)
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Takes:
| Heals: (none)
| Deals: SSl CCo sometimes NNe
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Misc Imm: Freedom
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Spell Imm: (none)
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Special Abilities: Sneak Attack, Crippling Strike?
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Damage Imm/Res CCo: 15/- EEl: 15/- FFi: 15/- One Potion of Heal
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Bandit Rogue
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=== Bandit Rogue ===
| Race: Human | HP: ~102
| SR: (none)
| TR: (none)
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AB: max 25
| AC: max 22
| Saves: F 17 / R 17 / W 17
| Conceal: (none)
| KB: (none)
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Takes:
| Heals: (none)
| Deals: PPi AAc
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Misc Imm: Imp.Evasion
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Spell Imm: (unknown)
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Special Abilities: Sneak Attack
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Damage Imm/Res ?? One Potion of Heal
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Bandit Archer
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=== Bandit Archer ===
| Race: Human | HP: ~158
| SR: (none)
| TR: (none)
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AB: 30
| AC: 23-25
| Saves: F 15 / R 14 / W 22
| Conceal: (none)
| KB: (none)
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Takes:
| Heals: (none)
| Deals: PPi
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Misc Imm: Freedom Imp.Evasion
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Spell Imm: (none)
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Special Abilities: Sneak Attack
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Damage Imm/Res BBl: 10/- PPi: 10/- SSl: 10/- CCo: 15/- EEl: 15/- FFi: 15/-
One Potion of Heal
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Bandit Mage
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=== Bandit Mage ===
| Race: Human | HP: 135 - 151
| SP: 20
| SR: (none)
| TR: (none)
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AB: max 10
| AC: below 19
| Saves: F 18 / R 18 / W 33
| Conceal: (none)
| KB: (none)
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Takes:
| Heals: (none)
| Deals: BBl AAc CCo FFi SSo sometimes EEl MMa
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Misc Imm: Freedom
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Spell Imm: (none)
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Special Abilities: Spells (in casting order) - Great Thunderclap (DC 24), Cloudkill, Ice Storm, Fireball (DC 20), Web, Bigby's Grasping Hand, Isaac's Greater Missile Storm, Bigby's Forceful Hand, Firebrand, Isaac's Lesser Missile Storm, Magic Missile
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Damage Imm/Res BBl: 10/- PPi: 10/- SSl: 10/- CCo: 15/- EEl: 15/- FFi: 15/-
One Potion of Heal
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Bandit Chief
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=== Bandit Chief ===
| Race: Human | HP: 234 - 246
| SR: 32
| TR: (none)
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AB: 38-40
| AC: max 39
| Saves: F 20 / R 19 / W 21
| Conceal: (none)
| KB: (none)
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Takes:
| Heals: (none)
| Deals: PPi SSl CCo FFi SSo DDi NNe
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Misc Imm: Freedom Imp.Evasion
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Spell Imm: (none)
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Special Abilities: Sneak Attack, Smite Good, Crippling Strike?, his primary weapon sometimes forces a DC 20 Fort save - the result of failure is unknown
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Damage Imm/Res
Acid: 15/-
Cold: 15/-
Electrical: 15/-
Fire: 15/-
Three Potions of Heal He has a notable vulnerability to Harm, but also a relatively high spell resistance.
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- M1. Chief spawn
- The Bandit Chief, two bandits, and two mages spawn here. Their primary weakness is a lack of True Seeing, so you can position tanks while invisible. A Silence spell can eliminate the threat of magic from the mages, otherwise elemental (cold) immunity and immunity to knockdown is important. Neg Pots are useful to avoid on-hit negative damage. None of the spawns in this area are immune to Death Magic so keep spamming away and if they roll low enough you'll get the tag.
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