Bandit
Bandits rove in gangs and are sometimes led by more powerful individuals. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
Bandit CR: 1/8 (25 XP)
Medium humanoid (any race), any
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 Rating: 1/8 (25 XP)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 + 1 slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 feet, one target. Hit: 1d8 + 1 piercing damage.
Bandit Captain CR: 2 (450 XP)
Medium humanoid (any race), any
Armor Class: 15 (studded leather armor)
Hit Points: 65 (10d8 + 20)
Speed:
30 ft
STR
15 +2
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
11 +0
CHA
14 +2
Saving Throws: Str +4, Dex +5, Wis +2
Skills: Athletics +4, Deception +4
Senses: Passive Perception 10
Languages: Any two languages
Challenge Rating: 2 (450 XP)
Actions
Multiattack. The captain makes three melee attacks, two with its scimitar and one with its dagger, or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 + 3 piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
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