Bandits

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Bandits

Bandit

Bandit

Medium humanoid Neutral

Armor Class 12; Initiative +1

Hit Points 11 (2d8 + 2)

Speed walk 30 ft.

Strength 11 (+0); Dexterity 12 (+1); Constitution 12 (+1); Intelligence 10 (+0); Wisdom 10 (+0); Charisma 10 (+0)

Languages common, cant

Challenge 0.125; Proficiency Bonus +2

Bandits

Bandit

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.. Hit: 5 (1d8 + 1) piercing damage.>

Bandit Captain

Bandit Captain

Medium humanoid Neutral

Armor Class 15; Initiative +3

Hit Points 52 (8d8 + 16)

Speed walk 30 ft.

Strength 15 (+2); Dexterity 16 (+3); Constitution 14 (+2); Intelligence 14 (+2); Wisdom 11 (+0); Charisma 14 (+2)

Saving Throws Strength +4, Dexterity +5, Wisdom +2

Skills Athletics +4, Deception +4

Languages common, cant

Challenge 2; Proficiency Bonus +2

Bandits

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 6 (1d6 + 3) slashing damage.

Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft.. Hit: 8 (1d10 + 3) piercing damage.

Multiattack. The bandit captain makes two attacks, using Scimitar and Pistol in any combination.

Parry. Trigger: The bandit captain is hit by a melee attack roll while holding a weapon. Response: The bandit captain adds 2 to its AC against that attack, possibly causing it to miss.

Bandit Deceiver

Bandit Deceiver

Bandit Crime Lord

Bandit Crime Lord