Combat Tactics. The Bandit (Greater) has +2 on attack rolls against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Bandit (Greater) makes makes two melee and/or non-crossbow ranged attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Second Wind (1/day). The Bandit (Greater) fighter has a limited well of stamina that it can draw on to protect itself from harm. On its turn, the Bandit (Greater) can use a bonus action to regain hit points equal to 1d10 + 4.
Aggressive. As a reaction, Bandit (Greater) can move up to half of its walking speed toward a hostile creature that it can see.
Parry. As an reaction, the Bandit (Greater) adds 2 to its AC against one melee attack that would hit it. To do so, the Bandit (Greater) must see the attacker and be wielding a melee weapon.
Description
Bandit (Greater) 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.