Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage.

Palm Pistol. Ranged Weapon Attack: +4 to hit, range 40 ft./160 ft., one target. Hit: 5 (1d8 + 2) piercing damage. Reload Score: 1 Misfire Score: 1

Eyes of Charming. These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. A bandit only has these if they roll an 8 on (1d8).

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.

Previous Versions

Name Date Modified Views Adds Version Actions
3/6/2024 11:03:35 PM
4
0
1
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Jacklanerd

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