Criminals and Scoundrels
Habitat: Any; Treasure: Any
Bandit crime lords manipulate shadowy organizations and prioritize their own survival over any single lackey or plot.
Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit’s crimes.
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.
Evasion. If the bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bandit instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Multiattack. The bandit makes three attacks, using Scimitar or Pistol in any combination.
Scimitar. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 14 (4d6) Poison damage.
Pistol. Ranged Attack Roll: +9, range 30/90 ft. Hit: 10 (1d10 + 5) Piercing damage plus 14 (4d6) Poison damage.
Deadly Aim. The bandit gives itself Advantage on the next attack roll it makes during the current turn. If that attack hits, the target takes an extra 28 (8d6) Poison damage.