Medium or Small Humanoid, Neutral Evil
AC 15 Leather Armor    Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 12 +1 +1
Skills Athletics +4, Intimidation +3
Senses Passive Perception 10
Languages Common, Thieves' Cant
CR 1 (XP 200; PB +2)
Actions

Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.

Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage. 

Commanding Presence (Recharge 5-6). The bandit leader can use a bonus action to shout commands to their allies. Up to two other bandits within 30 feet that can hear the leader can use their reaction to move up to their speed and make one melee attack.

Description

Bandits are inexperienced ne’er-do-wells who typically follow the orders of higher-ranking bandits.


Bandits

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.

Tactics and Notes:

  • Ambush: The bandits likely have set an ambush, using the creek and foliage for cover. Consider having 2-3 bandits hidden and making a Stealth check against the party's passive Perception (or their active Perception if they are being cautious).
  • Focus Fire: The bandits will likely try to focus their attacks on a single, weaker-looking target.
  • Leader's Command: The Bandit Leader will use their "Commanding Presence" to coordinate attacks, allowing multiple bandits to attack in a single round. This can be a significant threat.
  • Morale: If the Bandit Leader falls, the remaining bandits might attempt to flee, especially if they have taken significant damage. You can track their morale as you see fit.
  • Terrain: Use the terrain to your advantage. The creek could create difficult terrain, and the foliage provides opportunities for the bandits to break line of sight or hide.

Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit’s crimes.

Bandit Motivations

1d6 The Bandit ...
1 Fights only oppressors.
2 Is an ex-soldier who was discarded by their nation and now takes what they were promised.
3 Is in a gang that views nonmembers as foes.
4 Hesitantly serves a villainous leader.
5 Secretly works for a government or a regional ruler to sow chaos.
6 Takes what they need to survive.

Habitat: Any

LordLoss777

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