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.
Comments