OmnisGM/ rules
Bandit

BanditMedium Humanoid (Any Race), Any Non-lawful Alignment

Armor Class
12 (leather armor)
Hit Points
11 (2d8 + 2)
Speed
30 ft.
STRDEXCONINTWISCHA
SCORE111212101010
MOD+0+1+1+0+0+0
SAVE+0+1+1+0+0+0
Senses
Passive Perception 10
Languages
any one language (usually Common)
CR
1/8 (XP 25)

Actions

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 80/320 ft., one target. Hit: 5 (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.

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