Medium Humanoid (Any Race), Any Alignment
Armor Class 11 (leather armor)
Hit Points 12 (2d8 + 2)
Speed 30 ft.
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +4, Stealth +2, Survival +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Camouflage: Can make a stealth check with advantage in snowy terrain and only be lightly obscured by using a white cloak. Can spend 1 minute creating camouflage to impose disadvantage on anyone trying to perceive them.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8) piercing damage.

Description

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

Monster Tags: NPChumanoid

Habitat: Arctic

outlaw_c137

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