Statistics
| Creature type | Medium humanoid, any non-good alignment |
|---|---|
| Armor Class | 13 (leather armor) |
| Hit Points | 22 (4d8 + 4) |
| Speed | 30 ft. |
| Ability Scores | STR 13 (+1), DEX 15 (+2), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 10 (+0) |
| Saves and Skills | Athletics +3, Perception +3, Stealth +4, Survival +3 |
| Senses | passive Perception 13 |
| Languages | Common |
| Challenge | 1/2 (100 XP) |
Traits
Ash Ambusher. During the first round of combat in ash, smoke, or dim light, the raider has advantage on attack rolls against creatures that have not acted.
Actions
Scimitar. Melee Weapon Attack: +4 to hit; 5 (1d6 + 2) slashing. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.; 6 (1d8 + 2) piercing. Cut Harness. Against an unattended rope, harness, or wagon fitting, the attack automatically hits and deals double damage.
Tactics and Roleplaying
Raiders focus on harnesses and cargo, not armored adventurers. They flee when their captain falls or half the group is incapacitated. Captives trade the bridge plan for safe passage.