Bandit, Variant (5e Creature)
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Medium humanoid (any race), any non-lawful alignment, 2nd-level fighter
Armor Class 13 (leather armor)
Saving Throws Str +4, Con +3
Defense Fighting Style. While a bandit is wearing armor, they gain a +1 bonus to AC (included in AC).
Action Surge (Recharges on a Short or Long Rest). The bandit may make one additional action and possible bonus action on one of his turns.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Hand Axe. Thrown Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Second Wind (Recharges on a Short or Long Rest). The bandit regains 7 (1d10 + 2) hit points.
Bandits represent the common thug of society. While some bandits live in camps far beyond civilization, sacking caravans and robbing travelers for everything they have, plenty of bandits make a living shaking down locals for "protection" from their own wrongdoing. While bandits are much more likely than most to engage in combat, they're as likely as anyone they shake down to back down if they believe their life is in danger.
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