Medium or Small Humanoid, Any Non-Lawful Alignment
AC 13    Initiative +1 (11)
HP 13 (2d8 + 4)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 12 +1 +1
CON 13 +1 +1
Mod Save
INT 8 −1 −1
WIS 9 −1 −1
CHA 8 −1 −1
Gear 1 Morningstar, 1 light crossbow, 10 bolts, Hide armor, pouch of sand
Senses Passive Perception 9
Languages Common, Thieves' Cant
CR 1/4 (XP 50; PB +2)
Actions

Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bonus Actions

Pocket Sand (2/Day). The bandit throws sand, dirt, or ash at one creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.

Description

Bandits are common road-scum, found along broken routes, unsafe borders, and neglected trade roads. They usually fight with cheap weapons, dirty tricks, and enough desperation to make even a simple robbery turn bloody.

Habitat: Any

ZockerE2014

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