Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 Leather
Hit Points 18 (4d8)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

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

Alchemist’s Fire. Ranged Weapon Attack: +2 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage at the start of each turn, DC 10 dexterity check action to end. Each bandit carries 2 flasks.

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: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Fearthedark94

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