Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/4 (50 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.

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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

BananaCentaur

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