Any humanoid of any race
Armor Class: 12 (leather)
Hit Points: 22 (4d8+ 4)
Speed: 30 ft.
STR: 14 (+2)
DEX: 12 (+1)
CON: 12 (+1)
INT: 10 (0)
WIS: 10 (0)
CHA: 10 (0)
Proficiency Bonus: +2
Senses: Passive Perception 10
Languages: speaks common
Skills: Intimidation +2, Perception +2
Challenge: 1/4(50 XP)
Experienced bandits still rove in gangs and are sometimes led by veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Some bandits are also hired as guardsman or militia for otherwise unsavory bosses.
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.
Both types of bandits are common in and around Kokand, the riches of the city, along with the crushing poverty of the poor and slavery make a perfect situation for banditry to be common.
Strength in numbers: As Pack Tactics. The creature has advantage on attack rolls against an enemy if at least one of the creatures allies is within 5 feet of the enemy and the ally isn’t incapacitated.
Fear when alone: The bandit/pirate/militia is high succeptible to moral and mind effects when left alone. If no ally is on sight or further than 60ft the militia has disvantage on WIS, INT and CHA saving throws.
Multiattack. The Bandit/Pirate/Militia/Guardsman makes one weapon melee attack or one ranged attack.
Short Sword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) slashing damage.
Properties: Finesse, Light,
Shortbow. Ranged Weapon Attack +4 to hit, range 80/320, one target. Hit: 5 (1d6 +2 ) piercing damage.
Properties: Ammunition: range 80/320, Two-handed,
- Free the Children – Part 1 Taking the Black Fire – The team takes over the slave ship Black Fire, freeing the slaves on board