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Habitat: Any; Treasure: Any

Bandit captains command gangs of scoundrels and conduct straightforward heists. Others serve as guards and muscle for more influential criminals.


Bandits

Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit’s crimes.

Bandit Motivations
1d6 
The Bandit ...
1
Fights only oppressors.
2
Is an ex-soldier who was discarded by their nation and now takes what they were promised.
3
Is in a gang that views nonmembers as foes.
4
Hesitantly serves a villainous leader.
5
Secretly works for a government or a regional ruler to sow chaos.
6
Takes what they need to survive.
I am he who rules the world, don’t you know? One little piece at a time.
—Jarlaxle

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.

Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Reactions

Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.


Bandit Captain

Medium or Small Humanoid, Neutral
  • Armor Class 15
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
  • Initiative +3 (13)
STR
15 (2)
DEX
16 (3)
CON
14 (2)
INT
14 (2)
WIS
11 (0)
CHA
14 (2)
  • Saving Throws Str +4, Dex +5, Con +2, Int +2, Wis +2, Cha +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Common, Thieves' Cant
  • Challenge 2 (450 XP)
  • Habitat Any
  • Treasure Any
  • Gear Pistol, Scimitar, Studded Leather Armor

Actions


  • Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.
  • Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) Slashing damage.
  • Pistol. Ranged Weapon Attack: +5 to hit, reach 30/90 ft., one target. Hit: (1d10 + 3) Piercing damage.

Reactions


  • Parry. *Trigger:* The bandit is hit by a melee attack roll while holding a weapon. *Response:* The bandit adds 2 to its AC against that attack, possibly causing it to miss.
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