Bandits and Thugs and Pirates
Bandit| Medium | Humanoid (Any Race) | 
| 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, | 
| Weapon | Attack | Damage | Type | Extra | 
| Scimitar | +3 | 1d6 +1 | Slashing | Melee | 
| Light Crossbow | +3 | 1d8 +1 | Piercing | Ranged | 
| Medium | Humanoid (Any Race) | 
| 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 | 
| Weapon | Attack | Damage | Type | Extra | 
| Scimitar | +4 | 1d6 +2 | Slashing | Melee | 
| Light Crossbow | +4 | 1d8 +2 | Piercing | Ranged | 
| Medium | Humanoid (Any Race) | 
| 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, | 
| 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. | 
| Weapon | Attack | Damage | Type | Extra | 
| Scimitar | +5 | 1d6 +3 | Slashing | Melee | 
| Dagger | +35 | 1d4 +3 | Piercing | Ranged | 
| Medium | Humanoid (Any Race) | 
| 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 | 
| 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. | 
| 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 | 
| Medium | Humanoid (Any Race) | 
| 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 | 
| 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. | 
| Weapon | Attack | Damage | Type | Extra | 
| Rapier | +4 | 1d8 +2 | Piercing | Melee | 
| Shortbow | +4 | 1d6 +2 | Piercing | Ranged | 
| Dagger | +4 | 1d4 +2 | Piercing | Melee | 
| Medium | Humanoid (Any Race) | 
| 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 | 
| 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. | 
| MagicThing. | When/How the magic thing happens. Include magical items. | 
| Weapon | Attack | Damage | Type | Extra | 
| Dagger | +4 | 1d6 +1 | Piercing | Melee or Ranged 20/60 ft |