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.
Entangling Shot. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage and the target must succeed on a DC (8 + NPC's proficiency bonus + NPC's Wisdom modifier + 1) Strength saving throw or become restrained by the entangling vines that spring forth from the point of impact. A creature restrained by the vines can use its action to make a Strength check against the save DC. On a success, it frees itself. The vines wither away after 1 minute.
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.
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