Bandit


<h1 class="name">Bandit</h1>
<div class="type">Medium humanoid (any race), any non-lawful alignment</div>
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<div class="text"><strong>Armor Class</strong> 12 (leather armor)</div>
<div class="text"><strong>Hit Points</strong> 11 (2d8 + 2)</div>
<div class="text"><strong>Speed</strong> 30 ft.</div>
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STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
<div class="red-bar"></div> <div class="text"><strong>Senses</strong> passive Perception 10</div> <div class="text"><strong>Languages</strong> any one language (usually Common)</div> <div class="text"><strong>Challenge</strong> 1/8 (25 XP)</div> <div class="red-bar"></div> <h2 class="actions-header">Actions</h2>

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./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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Bandit Captain

Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
    <span class="ability-score-name">STR</span>
    <span class="ability-score-name">DEX</span>
    <span class="ability-score-name">CON</span>
    <span class="ability-score-name">INT</span>
    <span class="ability-score-name">WIS</span>
    <span class="ability-score-name">CHA</span>
    <span class="ability-score-value">15 (+2)</span>
    <span class="ability-score-value">16 (+3)</span>
    <span class="ability-score-value">14 (+2)</span>
    <span class="ability-score-value">14 (+2)</span>
    <span class="ability-score-value">11 (+0)</span>
    <span class="ability-score-value">14 (+2)</span>


Saving Throws Str +4, Dex +5, Wis +2
Skills Atheltics +4, Deception +4
Senses passive Perception 10
Languages any two languages
Challenge 2 (450 XP)

Actions

<p><strong>Multiattack.</strong> 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.</p>

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

<p><strong>Parry.</strong> 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.</p> </div> <div class="top-bottom-bar"></div>

Bandits

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.

Bandit Captains

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.

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. 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.


Source: Monsters Manual, p. 343