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.
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.
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.
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