Bandits and Thugs and Pirates
BanditMedium | 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 |