Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 Leather
Hit Points 14 (4d8 - 4)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
9 (-1)
INT
11 (+0)
WIS
11 (+0)
CHA
11 (+0)
Skills Stealth +6
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Martial Advantage. Once per turn, the bandit can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the bandit that isn’t incapacitated.

Actions

Poison Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 1d4 poison damage on a failed save.

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

Habitat: ArcticCoastalDesertForestHillUrban

Fearthedark94

Comments

Posts Quoted:
Reply
Clear All Quotes