Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 Leather
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Skills Athletics +5
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Grappler Tactics. The bandit has advantage on attack rolls against a creature it is grappling.

Actions

Grapple. Strength (Athletics) check contest vs target’s Strength (Athletics) or Dexterity (Acrobatics) check. If success, target gains grappled condition until it escapes by using an action to make a contested check as above. While grappling, the bandit can drag or move the grappled target, however the bandit’s speed is halved.

Unarmed strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and allows a grapple attack as a bonus action.

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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