Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 2 (Ragged Peasant Clothes)
Hit Points 12 (4d4 + 4)
Speed 30 ft.
STR
8 (-1)
DEX
12 (+1)
CON
8 (-1)
INT
10 (+0)
WIS
7 (-2)
CHA
9 (-1)
Saving Throws DEX +3
Skills Athletics +3, Stealth +1
Damage Vulnerabilities Cold
Senses Passive Perception 8
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +2 to hit, ranged 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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: NPCHuman

Habitat: CoastalForestHillUrban

Polskaa_

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