Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 13 (leather armor)
Hit Points 9 (2d8 + 2)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
9 (-1)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Try not to die:  Any allies of the Medic gain a temporary 1d4 health while in an 80 foot radius. 

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+ 2) slashing damage.

Satchel of Healing. Touch Item Ability: +3., one target. Healing: 5 (1d8 + 1) non-magic healing.

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

themarinaraman

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