Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (leather armor)
Hit Points 28 (3d10 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
8 (-1)
CHA
13 (+1)
Saving Throws STR +2, CON +4
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits
Disarming Attack: When you hit with a weapon attack, you can disarm the target if it fails a STR saving throw (DC 13).
Actions

Multiattack: the Bandit can make two scimitar attacks

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.

 

Reactions

Parry. The Bandit adds 2 to its AC against one melee attack that would hit it. To do so, the Bandit must see the attacker and be wielding a melee weapon.

 Riposte: When a creature misses you with a melee attack, you can use your reaction to roll to make a melee weapon attack against it (double the damage on a hit).

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. Swordmasters specialize in two-sword fighting.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2024 9:19:32 PM
89
42
1
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

SCOOBERT_DOOBERT2

Comments

Posts Quoted:
Reply
Clear All Quotes