publish: true
aliases:

  • Bandit
    created: 2026-03-09T12:15:33.977-04:00
    modified: 2026-03-09T12:15:33.977-04:00
    published: 2026-03-09T12:15:33.977-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/mm
  • ttrpg-cli/monster/cr/1-8
  • ttrpg-cli/monster/environment/arctic
  • ttrpg-cli/monster/environment/coastal
  • ttrpg-cli/monster/environment/desert
  • ttrpg-cli/monster/environment/forest
  • ttrpg-cli/monster/environment/hill
  • ttrpg-cli/monster/environment/urban
  • ttrpg-cli/monster/size/medium
  • ttrpg-cli/monster/type/humanoid/any-race
    cssclasses:
  • json5e-monster
    obsidianUIMode: preview

Bandit

Source: Monster Manual p. 343. Available in the SRD and the Basic Rules (2014)

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

title: Bandit
![](Mechanics/CLI/bestiary/humanoid/token/bandit.webp#token)
*Medium humanoid (any race), Any Non-Lawful alignment*
 
- **Armor Class** 12 ([leather armor](Mechanics/CLI/items/leather-armor-xphb.md))
- **Hit Points** 11 (`2d8 + 2`) 
- **Speed** 30 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|11 (+0)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)|
 
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** passive Perception 10
- **Gear** [light crossbow](Mechanics/CLI/items/light-crossbow-xphb.md), [scimitar](Mechanics/CLI/items/scimitar-xphb.md)
- **Languages** any one language (usually Common)
- **Challenge** 1/8
 
## 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.

Environment

coastal, hill, arctic, urban, forest, desert