Medium Humanoid (Human), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Bolas. Ranged Weapon Attack: +3 to hit, range 30 ft./90 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 17). No effect on formless creatures. Dealing 2 slashing damage to the ropes (AC10) frees the creature without harming it, ending the grapple and destroying the ropes.

A creature that moved on its last turn hit with bolas needs to make a DC13 Dexterity Saving Throw or be knocked prone by the rapid wind up and impact of the bolas. On a successful save, the creature remains standing but is still grappled. Each time a creature grappled by bolas takes damage from a weapon attack, it must succeed another DC13 Dexterity Saving Throw or be knocked prone.

Creatures grappled by bolas make Dexterity Saving Throws (other than after being hit with a weapon attack) with disadvantage.

Any creature that picks up bolas can learn to make them in 1 hour (Short Rest). Bolas can then be made in 1 hour (Short Rest) with 1sp worth of rope and 3 heavy objects.

Description

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Cloak_of_The_Dawn

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