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