Bandits and Thugs and Pirates

Bandit
Medium  Humanoid (Any Race)
For the money, for the glory, for the fun! But mostly for the money.
Armor Class Hit Points Speed pPerception Alignment CR
12 18 25 11 CN .5
Str Dex Con Int Wis Chr
11 12 12 10 10 10
Skill Bonus: Athletics +4, Deception +4
Senses:
Languages:  Common,
Actions:
Weapon Attack Damage Type Extra
Scimitar +3 1d6 +1 Slashing Melee
Light Crossbow +3 1d8 +1 Piercing Ranged
Combat Tactics: Bandits generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group. Roleplaying: 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. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: Bandits come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot. Items Inventory: 2d20 Gold Pieces Random Pocket Loot Low Quality Scimitar and Crossbow Scrap Leather armor References: Links out to sources about character class, race, etc. ______________________________________________________________ Pirate
Medium  Humanoid (Any Race)
Yo ho, Yo ho, A pirates life for me.
Armor Class Hit Points Speed pPerception Alignment CR
14 18 30 12 CN .5
Str Dex Con Int Wis Chr
14 14 12 10 10 14
Skill Bonus: Athletics +4, Deception +4
Senses:
Languages:  Common, Thieves Cant
Actions:
Weapon Attack Damage Type Extra
Scimitar +4 1d6 +2 Slashing Melee
Light Crossbow +4 1d8 +2 Piercing Ranged
Combat Tactics: Pirates generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group. Roleplaying: 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. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: Pirates come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot. Items Inventory: 2d20 Gold Pieces Random Pocket Loot Low Quality Scimitar and Crossbow Scrap Leather armor References: Links out to sources about character class, race, etc. ______________________________________________________________ Bandit / Pirate Captain
Medium  Humanoid (Any Race)
If I’ve learned one thing… be wary of the mark who gives up his gold too quickly.
Armor Class Hit Points Speed pPerception Alignment CR
16 78 30 11 CN 2
Str Dex Con Int Wis Chr
16 14 14 12 16 16
Saving Throws: Str +4, Dex +5, Wis +2
Skill Bonus: Athletics +4, Deception +4
Senses:
Languages:  Common,
Feats:
Multiattack.  The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Actions:
Weapon Attack Damage Type Extra
Scimitar +5 1d6 +3 Slashing Melee
Dagger +35 1d4 +3 Piercing Ranged
Combat Tactics: Bandits generally believe strength is in numbers. They will likely only attack if they outnumber or believe they have an advantage over a party. They typically are not fighting for any cause greater than a few more gold pieces, so will flee if losing the fight. They may or may not express any loyalty to their own group. Roleplaying: It takes a strong Personality, ruthless cunning, and a Silver Tongue to keep a gang of bandits in line. The Bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the Pirate Captain is a variation of the Bandit captain, with a ship to protect and Command. To keep the crew in line, the captain must mete out Rewards and punishment on a regular basis. More than Treasure, a Bandit captain or Pirate captain craves Infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: Bandits come from various backgrounds, but are usually criminal in nature. They are motivated primarily by loot, occasionally by vengeance or glory, but usually loot. Items Inventory: 2d20 Gold Pieces Random Pocket Loot Low Quality Scimitar and Crossbow Scrap Leather armor References: Links out to sources about character class, race, etc. ______________________________________________________________ Thug
Medium Humanoid (Any Race)
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Armor Class Hit Points Speed pPerception Alignment CR
12 32 25 10 NG 03
Str Dex Con Int Wis Chr
12 12 12 12 12 12
Skill Bonus: Intimidation +2, Deception +3, Perception +3, Stealth +6
Senses:
Languages:  Common, Thieves’ cant
Feats:
Cunning Action.  On each of its turns, the hired thug can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack Once per turn, the hired thug deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hired thug that isn’t incapacitated and the hired thug doesn’t have disadvantage on the attack roll.
Actions:
Weapon Attack Damage Type Extra
Shortsword +4 1d6 +4 Piercing Melee
Dagger +4 1d4 +4 Piercing Melee or Ranged
Handaxe +4 1d6 +4 Slashing Melee
Heavy Crossbow +4 1d10 +4 Piercing Ranged 100/400 ft
Combat Tactics: This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition. Roleplaying: Thugs are ruthless enforcers Skilled at Intimidation and violence. They work for money and have few scruples. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: This is where NPC comes from and what motivates PC Items Inventory: The things in the pack and on the back References: Links out to sources about character class, race, etc. ______________________________________________________________ Brigand Leader
Medium Humanoid (Any Race)
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Armor Class Hit Points Speed pPerception Alignment CR
17 120 30 14 NE 03
Str Dex Con Int Wis Chr
12 14 12 12 14 12
Skill Bonus: Deception +4, Intimidation +4, Perception +4, Stealth +4
Immunities:
Resistances:
Vulnerabilities:
Senses:
Languages:  Common, , Goblin
Feats:
Pack Tactics.  The brigand leader has advantage on attack rolls against a creature if at least one of the brigand leader’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack A brigand leader makes three melee attacks: two with its rapier and one with its dagger.
Parry (Reaction) The brigand leader adds 3 to its AC against one melee attack that would hit it. To do so, the brigand leader must see the attacker and be wielding a melee weapon.
Actions:
Weapon Attack Damage Type Extra
Rapier +4 1d8 +2 Piercing Melee
Shortbow +4 1d6 +2 Piercing Ranged
Dagger +4 1d4 +2 Piercing Melee
Combat Tactics: This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition. Roleplaying: The NPC speaks and behaves this way. How to best bring NPC to life when playing them. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: This is where NPC comes from and what motivates PC Items Inventory: The things in the pack and on the back References: Links out to sources about character class, race, etc. ______________________________________________________________ Cutpurse
Medium  Humanoid (Any Race)
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Armor Class Hit Points Speed pPerception Alignment CR
13 24 30 12 CN .5
Str Dex Con Int Wis Chr
10 14 10 10 12 10
Skill Bonus: Acrobatics +4, Deception +2, Perception +3, Sleight of Hand +6, Thieves’ Tools +6
Senses:
Languages:  Common, Thieves’ Cant
Feats:
Cunning Action. As a bonus action, the cutpurse can Dash, Disengage, Hide or Use an Object; make a Dexterity (Sleight of Hand) check; or disarm a trap or open a lock using thieves’ tools.
Second-Story Work The cutpurse can climb at a normal movement rate and can make a running long jump of up to 12 ft.
Magic:
MagicThing.  When/How the magic thing happens. Include magical items.
Actions:
Weapon Attack Damage Type Extra
Dagger +4 1d6 +1 Piercing Melee or Ranged  20/60 ft
Combat Tactics: This is how NPC prefers to engage in combat. This is not a restriction, just a suggestion with definition. Roleplaying: The NPC speaks and behaves this way. How to best bring NPC to life when playing them. Description: This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here) Background and Motivations: This is where NPC comes from and what motivates PC Items Inventory: The things in the pack and on the back References: Bandit Tactics ______________________________________________________________

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