Luck. Whenever the Yark Bandit gets a 1 or a 20 on any d20 roll instead of a critical success or fail he has to roll a luck roll (1d100+1d10) and the outcome is decided by how high the rolled number is (the higher the number the better is the outcome for the Yark Bandit). a 1 on the roll gives the yark bandit a disadvantage on this roll and 20 gives him an advantage.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Jaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. (can be preformed as a bonus action immediately after an attack with the scimitar).
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.







Comments