Bandit
Medium humanoid (any race), any non-lawful alignment
- Armor Class
- 12 (armor)
- Hit Points
- 11 (2d8)
- Speed
- 30 ft.
- Senses
- passive perception 10
- Languages
- any one language (usually Common)
- Challenge
- 1/8 (25 XP)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Medium humanoid (any race), any non-lawful alignment
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.
Actions
Scimitar
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow
Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Related
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