Armor Class
13
Leather
Hit Points
14
(4d8 - 4)
Speed
30 ft.
STR
13
(+1)
DEX
15
(+2)
CON
9
(-1)
INT
11
(+0)
WIS
11
(+0)
CHA
11
(+0)
Skills
Stealth +4
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Poor Morale. Whenever the bandit takes damage, or sees an ally fall, he must make a DC 10 Wisdom saving throw, on failure he immediately surrenders or attempts to flee.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (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.
Comments