Roadside Bandit Encounter

A group of highwaymen have blockaded the road with overturned trees, barring passage for travellers. The bandits are lead by a fast-talking magic user with patches of black, dragon-like scales across their skin. They're looking to strip passersby of any and all valuables, using their numbers and a thinly veiled threat of violence to put pressure on their would-be victims.

  • If paid well, or successfully talked down (DM discretion), they will clear the way and let the adventurers pass unassailed.
  • They will meet threats or violence with violence of their own, and will fight until things look especially bad for them (consider making a Morale Check for the bandits if their leader goes down, or if they're reduced to three or fewer members), at which point they will either try to bargain their way out or straight-out flee.
  • For a party of four to five 5th-level PCs, this should be an easy encounter. Included should be: one Hunting Hound; one Street Sorcerer; two Tough Thugs; and four Thugs.

Hunting Hound

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 11 (2d8 + 2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Darkvision 30ft., passive Perception 13
  • Languages --
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The hunting hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Street Sorcerer

Medium humanoid (human), neutral


  • Armor Class 14 (dragon scales)
  • Hit Points 41(6d8+14)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3)

  • Skills Deception +5, Insight +3, Persuasion +5
  • Senses passive Perception 11
  • Languages Common, Draconic, Dwarven
  • Challenge 1 (200 XP)

Draconic Resilience. The sorcerer gains an additional 2 hit points. As well, while not wearing armour, the sorcerer's AC is equal to 13 + Dex modifier as their body is covered in a thin sheen of black dragon-like scales.

Potent Spellcaster. The sorcerer adds their Charisma modifier (+3) to all damage rolls for spells.

Spellcasting. The sorcerer is a 2nd-level spellcaster. Their spellcasting modifier is Charisma (spell save DC 13, spell attack +5). The sorcerer has the following spells prepared:

  • Cantrips: acid splash, chill touch, ray of frost, shocking grasp
  • 1st level (4 slots): colour spray, magic missile, ray of sickness

    Actions

    Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or ranged 20/80ft., one target.
    Hit: 4 (1d4 + 2) piercing damage.

Thug

Medium humanoid (human), neutral


  • Armor Class 12 (leather armour)
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft.

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

  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)

Deft Coordination. While the thug is within 5 feet of a hostile creature, and an ally of the thug that isn't incapacitated is also within 5 feet of that hostile creature, the thug can take a bonus action to Disengage.


Actions

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

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

Spoils

Between them, the bandits carry a total of 6 GP, 13 SP, 23 CP. Their weapons are somewhat notched and worn, but otherwise serviceable. The leader carries one Potion of Healing, which they are unlikely to use during battle unless a stalemate has been established. There is also one deck of marked, cheat's playing cards, and a very smooth black rock two inches in length in the shape of a teardrop, held in a linen pouch. The coins and potion may be used as bargaining chips to have the party stand down and let the bandits leave with their lives.


Tough Thug

Medium humanoid (human), neutral


  • Armor Class 11 (leather armour)
  • Hit Points 32 (5d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Common, Thieve's Cant
  • Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on any attack roll against a creature if it has at least one of the thug’s allies within 5 feet of the creature, and if the ally isn’t incapacitated.


Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400ft., one target.
Hit: 5 (1d10) piercing damage.