Reckless Opportunist.
The brigand has advantage on attack rolls against a creature if at least one of the brigand's allies is within five feet of the creature and the ally isn't incapacitated.
Pack Mentality.
While the brigand is within 10 feet of at least two other brigands, it gains a +1 bonus to AC and saving throws.
Avarice.
Brigands crave mortal pleasures. All creatures attempting to bribe a brigand, provided the brigand is alone, make checks with advantage.
Reckless Leap. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Apprehensive Backstep. Once per round, if the Brigand's AC check succeeds, it has the option of moving up to 10 feet away from its attacker.
Cowardly Panic. When a brigand sees another brigand or member of its group reduced to 0 hit points within 30 feet of it, it must succeed on a DC 12 Wisdom saving throw or become frightened until the end of its turn. While frightened, the brigand must attempt to move as far away from the nearest enemy if possible. While moving away, if the brigand fails a DC 15 Dexterity saving throw, the brigand will trip and be knocked prone. The prone condition will continue until the brigand's next turn unless something stops it from standing.
Morale Collapse. When a brigand sees another brigand or member of its group reduced to 0 hit points within 30 feet of it, Reckless Opportunist and Pack Mentality cease their function until the next turn.
Description
The brigands are a staple in Fallgrim, and come in many shades and in usually diminutive forms.
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