Herelin Bandits Character in Legacy Wars: Ferrathar Nations | World Anvil
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Herelin Bandits

In many cases, bandits ambush their victims along roads and highways, taking advantage of their isolated location and lack of protection. They would often use weapons such as swords, daggers, and bows and arrows to intimidate and threaten their victims, and would not hesitate to use violence to achieve their goals. Most bandits in Herelin are motivated by greed, seeking to acquire wealth and valuables by any means necessary. Others are driven by a desire for power and influence, using their criminal activities to assert control over local populations.   Bandits were viewed as a serious threat to law and order in Herelin, and governments often employ specialized law enforcement units, such as mounted patrols, to try to capture and punish them. However, many bandits were able to evade capture and continue their criminal activities for years, becoming notorious figures in the popular imagination. The temple knights tend to think such matters beneath their station and don't get involved in something that should be the king's problem unless the band it foolish enough to ally themselves with a rouge invoker. They rarely do so as the fierce reputation of the knights and their merciless pursuit of heretics, usually is enough to make any bandit consider how a highway operation might provoke the temple before doing so.  
Herelin Bandits (Mankind)
AC: 12 (Leather) HP: 19 Speed: 30 ft.
STR 16 (+3)   DEX 14 (+2)   CON 14 (+2)   INT 6 (-2)   WIS 11 (+0)   CHA 7(-2)
Vulnerabilities: Immunities: Resistances: Condition Immunities:
Challenge: ½ 100 XP   Proficiency Bonus: +2   Skills: Saving throws: STR +3 DEX +3   Feats: Criminal Tactics. If the bandit is knocked prone, they throw dirt at the nearest player, requiring a dex saving throw of 12 or be succumbed to blindness for one turn.
Actions:   Arming Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) slashing damage.   Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.   Sunder Arms 5-6 turns. The Bandit attacks for the limbs instead of going for killing blows. Making the player’s proficiency bonus subtract instead of add for the player’s next turn.
Children

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