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Bandit

Medium Humanoid (any race), any non-lawful alignment

CR 1/8

25 XP

AC: 12 (leather armor)
HP: 11 (2d8+2)
Speed: walk 30 ft.
Senses: passive Perception 10
Languages: any one language (usually Common)
STR
11
+0
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
10
+0

Actions

Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Quick Reference

Challenge: CR 1/8
Type: Humanoid
Size: Medium
Alignment: any non-lawful alignment
Best for party of 4 at level 1-2

Running This Encounter

Bandits work best in groups of 3-5 to pose a meaningful threat to low-level parties. They should use their environment for cover and attempt to flank opponents when possible. Have them flee if reduced to half their number or when their leader falls. Use bandit encounters to introduce moral complexity—some may surrender, seek ransom, or have tragic motivations.

Combat Tactics

Bandits favor hit-and-run tactics, using ranged attacks from distance before closing in with scimitars or shortswords. They target isolated party members and attempt to grapple spellcasters to prevent spell casting.

Environment & Setting

Bandits thrive in forest ambush points, narrow mountain passes, or ruined settlements where they control sight lines. Urban encounters work well near docks, warehouses, or crime-ridden districts.

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