Medium to Large , any non-lawful
Armor Class: 12 (leather)
Hit Points: 11 2d8+2
Speed:
30 ft
Saving Throws: DEX+1, CON+1
Senses: Passive Perception 10
Initiative +1
Languages: Any one language (usualy common)
Challenge Rating: 1/8
( 25 XP)
Proficiency Bonus: humanoid (any race)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d8+1 piercing damage.
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.
Suggested Environments
Arctic, Coastal, Desert, Forest, Hill, Urban