Bandits

These are NPC class templates. Add them to some humanoids or other monsters to diversify an encounter. If necessary, you can adjust the damage to match the base monster’s.

Bandits are outlaws or goons that operate outside of the structure of an army and the culture of a tribe. They can be found anywhere there are people.

Random Encounter
  1. Monster: 3D4 bandits
  2. Lair: Shady alley, boat or camp. Trapped.
      OR
    Omen: Overhearing a bad insult about the PC.
  3. Spoor: Recently looted traveling merchant or scholar.
  4. Tracks: Littering of bottles and other trash.
  5. Trace: Guard patrol.
  6. Trace: Robbed merchant.
D6 What the Monster Wants
  1. Cause some trouble!
  2. Sell stolen goods.
  3. Kill you.
  4. Traffic illicit goods.
  5. Rob traveler.
  6. Party.



Generic Bandit

 
HD: 1 Armor: leather
Hit it: normal Dodge it: normal
Move: normal  

Attacks (1/round)

Shank. The bandit makes a melee attack (1D6).

Bow. The bandit makes a ranged attack (1D6).



Bandit Leader. A dangerous fighter with two weapons

Has maximum HP, chainmail armor (2), and is good at dodging attacks. Once per turn, it can parry a melee attack, reducing incoming damage by 1D6.

Two-Weapon Attack. The bandit makes a melee attack (1D6) and another one with a dagger (1D4).

Mob Boss. A cowardly boss that relies on its goons

Has maximum HP, and can make two of its attacks per turn. Once per turn, it can redirect damage to an adjacent ally.

Outlaw. A more vicious bandit

Has chainmail armor (2).

Poisoned Arrow. The bandit makes a ranged attack (1D6). On a hit, the target must save or be poisoned until it rests.

Simpleton. A stupid brute

Has max HP, no ranged attacks and advantage on grapple rolls and attack rolls against targets grappled by it.

Thug. Ganging goons

Has leather armor (1) and can make two melee attacks per round (1D4) against targets flanked by allies.

Written on November 15, 2020