Armor Class
14
Leather Armor
Hit Points
30
(6d8 + 6)
Speed
30 ft.
STR
13
(+1)
DEX
15
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
DEX +4, CON +5
Skills
Intimidation +2, Perception +2, Stealth +4
Senses
Passive Perception 12
Languages
Common, Thieves' Cant
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Pack Tactics.
The bandit has advantage on attack rolls against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Mob Swarm.
When two or more Bandit Enforcers are adjacent to the same target, they may each use their bonus action to make a coordinated Shove, forcing a DC 12 Strength save or the target is pushed 5 feet and loses reaction until the start of its next turn.
Quick Footed.
The bandit can take the Dash or Disengage action as a bonus action once per turn.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
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