Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 (leather armor)
Hit Points 20 (3d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Common Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Misfire. If an attack roll using the musket is lower than a misfire score of 2 the weapon misfires and takes one action to repair DC 10 (D20 + Dex + 2).

Reload. Reloading costs a bonus action. 

Actions

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

Musket. Ranged Weapon Attack: +4 to hit, range 120 ft./480 ft. one target. Hit:  8 (1d12 + 2) piercing damage. Reload 1. Misfire 2.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2018 9:05:01 PM
32
11
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Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

EbCool1

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