Generic Forest-Bandit
Medium humanoid, bandit, neutral evil
Armor Class 11 if not armored 12-14 if armored (Leather, Hide armor)
Hit Points 2d8
Speed
30ft
Skills Create a simple trap:
Environment: forest
Radius: 5 feet
Effect: When any creature steps inside of it, requires a dex saving throw. On success> negate any negative effects and move 5 feet away from the trapped area. On failure> recieve 1d4 piercing/bludgeoning damage.
Can be detected by a perception/investigation check within 30 feet radius (dc: 14) . Can be detected with passive perception of 15 within 5 feet.
Assemble a roadblock:
Tree falls infront of the characters. Stops carts from moving forward until cleared.
Clearing: strength check (dc is dependent on the tree's size
Languages Common, Any
Challenge 1/8
Actions
Thieves' cant whistle: a call for nearby bandits of the same faction.
Blinding sand: a dex throwing action (range 10 feet).
Grabs sand/small stones/special dust and throws it into opponent's face with a hope of blinding. Requires a dex/con save (dc 11). On success negate any negative effect. On failure: blinded until the end of the round.
Melee and/or Ranged Attacks (choose 1 or 2 weapons)
club: 1d4 bludgeoning
/dagger: 1d4 piercing
/handaxe: 1d6 slashing
/shortbow: 1d6 piercing
/spear: 1d8 piercing (two-handed)
/Light Crossbow 1d8 piercing
Lair Actions
Activate traps.
Bandit Camp and area surrounding a bandit camp: A few tents and crates which contain stolen goods. Can be fortified with wooden walls/towers/traps.
Regional Effects
Can retreat to a nearby Bandit Camp.
A type of bandit that lurks around the forests and ambushes travelers.
Forest, Bandit Camp