Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 19 (Splint, shield)
Hit Points 40 (4d8 + 12)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws STR +4, CON +5
Skills Perception +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Martial Advantage. Once per turn, the bandit can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Darros that isn’t incapacitated.

Heavy Armor Master. Any damage dealt to the bandit from non-magical Slashing, piercing, or bludgeoning weapons is reduced by 3.

Actions

Multiattack. The Bandit makes two melee attacks:

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Reactions

Parry. (Reaction) When an attacker hits the Bandit with a melee attack and The Bandit can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he’s wielding a melee weapon.

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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