Bandit Killer

Bandit Killers are elite versions of Bandits, being more tactical and smart than other Bandit types. They will utilize cover often, throw grenades more, and utilize team tactics with fellow bandits.

CR 10

XP 4,800

CN Medium Ponykin (Equine) (Darksiders, Dunerunners, Happy Gang, Moonwatchers, Ocean Lords, Sand Slavers, Savages, Sewer Dwellers, and The Enders)

CN Small Ponykin (Equine) (Garden Gnomes)

CN Medium Ponykin (Avian) (Slum Deckers)

CN Medium Monstrous Ponykin (Meaters)

HP 90

SP 30

**AC** 18 (FF 14/TAC 14) (4 Dex, 4 Armor)

**Land Movement Speed** 30 ft

Fort +9

Ref +6

Will +5

Init +4

## Statistics

STR 16

DEX 18

CON 16

INT 12

WIS 16

CHA 14

## Attacks

### Ranged

+3 Maner Heater +12/+7 (1d3+7) (x2) (15 Mag Capacity)

+3 Maner Boomstick +12/+7 (1d6+7) (x4) (9 Mag Capacity)

+3 Maner Noobtube +12/+7 (1d4+7 ) (x2) (15 Mag Capacity)

+3 Maner Hardscope +12/+7 (1d8+7) (18-20/x2) (15 Mag Capacity)

(Happy Gang Variant) +3 Happy Inc Smile +9/+4 (1d6+7) (10 Mag Capacity)

(Happy Gang Variant) +3 Happy Inc Smile Thrown +12/+7 (4d6)

(Happy Gang Variant) +3 Happy Inc Glee +9/+4 (1d8+7) (10 Mag Capacity)

(Happy Gang Variant) +3 Happy Inc Glee Thrown +12/+7 (4d6)

(Happy Gang Variant) +3 Happy Inc Jubilant +9/+4 (2d6+7) (10 Mag Capacity)

(Happy Gang Variant) +3 Happy Inc Jubilant Thrown +12/+7 (4d6)

Fragmentation Grenade +12/+7 (4d6)

## Abilities

### Body Shield

Bandit Killers come equipped with standard +3 Body Shields.

### Rage (Ex)

When below 25% HP (23 HP), a Bandit Killer can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

### Killer Instinct (Ex)

Any Bandit within 30 feet of of a Bandit Killer gains a +2 bonus to Attack and Damage rolls.

### [Children of Blood] Blood Drinker (Su)

Upon damaging an enemy within 5 feet, a Children of Blood Killer gains Temporary HP equal to double their Con modifier.

### [Darksiders] Greater Invisibility (Sp)

A Darksider Killer can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Killer's charge attacks gain a +6 bonus to attack and deals 1.5x damage.

### [Garden Gnomes] Tripping Attacks (Ex)

A Garden Gnome Killer's melee attacks have the Trip property.

### [Happy Gang] Self-Detonation (Ex)

Upon death, a Happy Gang Killer explodes, dealing damage equal to his weapon's explosive damage.

### [Meaters] Cannibalize (Ex)

As a full-round action, a Meater Killer can eat part of an adjacent corpse. They will restore HP equal to the dead creature's Constitution + their level.

### [Moonwatcher] Jetpack (Ex)

A Moonwatcher Blaster has a jetpack, allowing them to fly at a rate of 30 ft per round with poor maneuverability.

### [Ocean Lords] Water Breathing (Ex)

An Ocean Lord Killer has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

3/day each, a Savage Killer can cast *Call Lightning* and *Dust Storm*.

### [Sand Slavers] Slave Shield (Ex)

A Sand Slaver Blaster has a 10 HP slave as a body shield. Any missed attacks against the Sand Slaver will hit the slave. A creature can perform a steal maneuver against the Sand Slaver Blaster to free the slave, who will then attack the Sand Slaver Blaster.

### [Sewer Dwellers] Acidic Weapons (Ex)

A Sewer Dweller Killer's attacks deal an additional +1d6 acid damage.

### [Slum Deckers] Freedom of Movement (Sp)

A Slum Decker Killer has a permanent freedom of movement effect.

### [The Enders] Warp (Sp)

An Ender Killer can teleport 30 feet as a move action.