Bandit Looter

Bandit Looters focus more on stealing and collecting any loot they find than fighting, going out of their way to steal things and then run away.

CR 5

XP 1,600

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 60

**AC** 16 (FF 13/TAC 13) (3 Dex, 3 Armor)

**Land Movement Speed** 30 ft

Fort +6

Ref +4

Will +3

Init +3

## Statistics

STR 14

DEX 16

CON 14

INT 10

WIS 14

CHA 12

## Attacks

### Ranged

+2 Maner Heater +5 (1d3+5) (x2) (15 Mag Capacity)

+2 Maner Greasegun +5/+3/+1/-1/-3 (1d3+2) (x2) (30 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Smile +5 (1d6+5) (x2) (10 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Smile Thrown +8 (3d6)

(Happy Gang Variant) +2 Happy Inc Joy +5/+3/+1/-1/-3 (1d6+2) (x2) (20 Mag Capacity)

(Happy Gang Variant) +2 Happy Inc Joy Thrown +8 (3d6)

## Abilities

### Big Loot Drop (Ex)

Bandit Looters drop 4 randomized loot pools on death.

### Steal Loot (Ex)

Bandit Looters will snatch any unattended items on the ground and put them in their bag as a swift action. They will drop these items along with their Big Loot Drop.

### Rage (Ex)

When below 25% HP (18 HP), a Badass Bandit Looter can enter a Rage as a free action. They gain a +4 bonus to Attack, Damage, and all saving throws.

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

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

### [Darksiders] Greater Invisibility (Sp)

A Darksider Looter can cast Greater Invisibility once per day.

### [Dunerunners] Deadly Charge (Ex)

A Dunerunner Looter's charge gains a +6 bonus to attack and deals 1.5x damage.

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

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

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

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

### [Meaters] Cannibalize (Ex)

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

### [Moonwatchers] 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 Looter has the ability to breathe underwater.

### [Savages] Storm Caller (Sp)

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

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

A Sand Slaver Looter has a 10 HP slave as a body shield. Any missed shots 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 Looter.

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

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

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

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

### [The Enders] Warp (Sp)

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