Bandit
- HP
- 4-12
- AC
- 12
- DR
- 0
- Attacks
- 1
- Attack
- 1d6+1
- Size
- Medium
- Alignment
- Impartial Vile (Schemer)
- Intelligence
- Average (8-10)
- Saves
- Quick 2 / Tough 0 / Mind 1
A bandit chooses ground where travelers must slow, bunch together or surrender the road: a fallen tree, narrow bridge, steep cut or false toll gate. Violence is a business expense, never the purpose. Most demand valuables from safety, strike the best-armed resistance first and preserve an escape route before revealing themselves.
Special Attack
Hidden Shot: piercing, ranged 60 ft, +2 to hit, 1d6+1. When fired from concealment before the bandit has been located, the attack deals an additional 1d4 damage. Once the bandit attacks, that position is revealed.
Special Defense
Profit Before Blood: when half the bandits have fallen or their escape route closes, each survivor makes a Mind save and flees or surrenders on a failure. Throwing down a worthwhile purse before anyone is wounded may end the encounter without a roll.