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
STR
11
+0
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
10
+0

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:

1d6The Bandit...
1Fights only oppressors.
2Is an ex-soldier who was discarded by their nation and now takes what they were promised.
3Is in a gang that views nonmembers as foes.
4Hesitantly serves a villainous leader.
5Secretly works for a government or a regional ruler to sow chaos.
6Takes what they need to survive.

Bandits are inexperienced ne'er-do-wells who typically follow the orders of higher-ranking bandits.