Bandit
Monster Manual (2025) p. 27
- Size
- Small
- Type
- humanoid
- Alignment
- neutral
- AC
- 12
- Initiative
- 1
- Hit Points
- 11 (2d8+2)
- Speed
- walk 30 ft.
- Passive Perception
- 10
- Languages
- Common, Thieves' cant
- Challenge
- 1/8
- Lineage
- Bandit
- Environment
- any
Traits
Proficiency Bonus
+2
Gear
Leather Armor, Light Crossbow, Scimitar
Treasure
Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.
Size
Small, Medium
Actions
Scimitar
Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
Light Crossbow
Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.
Other data
description
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. Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit's crimes.
Bandit Motivations:
| 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. |
Bandits are inexperienced ne'er-do-wells who typically follow the orders of higher-ranking bandits.