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.
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