Medium Humanoid (Any Race), Any Non-Lawful Alignment
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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Fearthedark94

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