Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
9 (-1)
CHA
10 (+0)
Skills Intimidation +3
Senses Passive Perception 10
Languages Common Common, race language if applicable
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Pyromancer Underling. The bandit has advantage on saving throws against spells that do fire damage.

Flame Sheath (2/Day). As a bonus action, the bandit can cover their blade in fire doing an extra 3 (1d6) fire damage until the end of it's next turn.

 

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Flame Sheathed Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) slashing and fire.

Description

There are many reasons to go into banditry, some to feed their families and put a roof over theirs heads, others for the feeling of power that they can get and a few just for an excuse to hurt others.

These are the basic grunts of Blackwater Keep, they make up the bulk of it's force, usually civilians with little martial training and no skills to do anything other than untrained work. These specific grunts are directly under the command of Aben Nakka, noted pyromancer and high ranking member of Blackwater Keep. They have gained a few tricks in manipulating fire thanks to their 'training' with Aben Nakka. Many have burns and scars littering their bodies.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

TheTrueArtist

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