Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 14 (leather armour, reinforced)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Skills Stealth +3
Condition Immunities Frightened
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

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.

Minor illusion the bandits can cast the minor illusion cantrip

Fire spray the bandits can conjure a spray of fire which does 1d10+1 fire damage to any creatures within a 20ft cone. A creature must take a CON11 saving throw, and on succeeding will only receive half damage.

Bonus Actions

Hasty Step the bandits can take a bonus action to move anywhere within range with an added 5ft to their speed as they have proficiency in running away.

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

Gerald_the_NPC

Comments

Posts Quoted:
Reply
Clear All Quotes