Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (chain shirt, shield)
Hit Points 32 (6d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +3, Deception +3, Perception +3
Senses Passive Perception 12
Languages Any two language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Bonus Actions

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.

Reactions

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. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Stalbu