Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 15 (leather armor)
Hit Points 13 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws DEX +4, CHA +3
Skills Sleight of Hand +14, Stealth +14
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Cracker: Advantage when picking any mundane lock. 
Shadow Blend : Advantage when hiding.  
Shadow Bolter: When hidden, they can re-roll 1s on attacks with a light crossbow. Must use re-roll result. 

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:6 (1d8 + 2) piercing damage.

Theives Tools +1. 

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.

The Picker is a specialist. He is focused on getting the lock open and that’s it. In a group a Picker is often ordered to hide or retreat unless the situation requires him to fight. In a battle they use a light crossbow from a distant and preferred stealthy vantage. 

Monster Tags: NPC

Habitat: ForestHillUrban

GMB

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