AC
12
Leather
Initiative
+1 (11)
HP
11
(2d8 + 2)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Gear
Leather Armor, Light Crossbow, Scimitar
Senses
Passive Perception 12
Languages
Common
CR
1/8 (XP 25; PB +2)
Traits
Pack Coward.
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.
If the bandit has half its hit points or fewer, it has disadvantage on attack rolls.
Cut and Run.
Immediately after the bandit hits a creature with a melee attack, it can take the Disengage action as a bonus action.
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.
Comments