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

Use Item. On each of its turns, the bandit can use a bonus action to use an item it has on its person.

They can have any one of these items on their person:

  • Bag of ball bearings
  • Bag of caltrops
  • Bottle of oil
  • Signal whistle
  • Old Manacles (DC 10 Strength or DC 10 Dexterity to escape them) 

Better Movement (2/day). The bandit is able to cast the spell Jump or Longstrider.

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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

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 Skye Galanis the infamous thief and pickpocket, one of the high ranking members of Blackwater Keep. They have been taught to manipulate the battle field to hinder their opponents and aid their comrades. Adept at escaping, be warry if one suddenly disappears from the fight, who knows if they'll come back with reinforcements. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

TheTrueArtist

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