Any humanoid of any race (alignment not lawful)
Armor Class: 12
Hit Points: 11 (2d8+ 2)
Speed: 30 ft.
STR: 11 (+1)
DEX: 12 (+1)
CON: 12 (+1)
INT: 10 (0)
WIS: 10 (0)
CHA: 10 (0)
Proficiency Bonus: +2
Senses: Passive Perception 10
Languages: any one language (usually Common)
Challenge: 1/8(25 XP)
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.
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.
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./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.