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Bandits – Premade NPCs - Banner - Large

Do you want to throw a fight into your party’s next travel session, but you’re worried your players might try to talk instead of fighting? This article has everything you need to give those bandits some memorable personality!

Where would we game masters be without the humble bandit? Nameless goons who prey on the weak and pull knives on adventurers decked out in enough magic items to decorate a Christmas tree. Whenever you need a fight to spice up a session, just throw some bandits at the party. After all, if he was ready to kill a person, he was ready to risk his own life, too, right?

This article is divided into two major sections: Lone bandits and groups. The “Lone Bandits” section lists 10 bandits that can be fielded alone or as a group equal to the size of the players’ party. The “Organizations” section contains bandits with more connective tissue between them, and they are recommended for use either as a single group or over multiple encounters.

Lone Bandits

Many desperate souls wander the roads stealing from the vulnerable. In this section, I’ve provided several lone bandits that you can have a party encounter singularly or as a group, plus a more cohesive gang in the next subsection.

Myles, human bandit

Myles is a broad-shouldered man with brown eyes and a swagger. He carries a foot-long knife with an unusually wide blade. He hides in the woods and attacks passersby, demanding that they hand over their food and/or money. He moves to a new area whenever the local lawmen start putting up wanted posters.

Juli, human martial artist

Juli is a skinny, short woman with black hair and green eyes. She wears a brown cloak that conceals most of her features. She was a disciple of a reclusive martial arts master, up until his death of “natural causes” soon after meeting with government representatives. Now she uses her master’s techniques to threaten and steal, while she searches for the truth.

Lu’Von Bymyre, elven wanderer

Lu’Von is an ancient elf, the last remnant of a society that no longer exists. He has braided blonde hair, pale skin, and black eyes. He wears a hooded cloak to hide his pointed ears. He is not violent by nature, but theft is the only way he knows to survive now.

Heff, human ex-soldier

Heff is a gaunt man with red hair. He was conscripted as a foot soldier when he was 14, and as a result, all he really knows how to do is fight. Now, this wild-eyed man lurks in the treeline along roads, ambushing people with a spear to get enough food to fill his belly. It doesn’t make much difference to him if they hand their food and money over willingly or if he has to kill them for it.

Trapper Joe, human bandit

Joe is a man who has retreated from society to live in the wilderness, free from society’s expectations and laws. He mostly survives through hunting and foraging, but when game is scarce and the bushes are barren, he resorts to using his trapping techniques on sentient beings. On narrow paths, he uses snare traps, but on wider roads, he prefers to string a thin line between trees, roughly at neck height for a horse rider. He has long brown hair and a shaggy brown beard.

Blaze, planetouched bandit

Blaze is a planetouched humanoid with red skin, flame-orange hair, and coal-black eyes. She was abandoned as a baby due to her “demonic” appearance, and has never known a normal life. She was raised by a beggar gang, who also cast her out when she grew too old to garner sympathy. She fights with a combination of her innate flame manipulation powers and a straight-backed knife of orcish design.

Gerbrek Bronzefall, dwarf bandit

Gerbrek is a ginger-haired dwarf with a brown cloak. He carries a khopesh, a curved sword with a hook on the back side of the point. He is fairly charismatic and tends to gather a small group of criminals around him wherever he goes. When not robbing people or telling people to rob people, he spends his time playing the dwarven card game Pents, which uses pentagon-shaped cards.

Thalbek Mountainbelt, dwarf bandit

Thalbek is a dark-skinned dwarf with black hair and a thick beard. He carries a war pick, perfect for breaking rocks and cracking skulls. He has an elaborately carved emerald on his belt buckle. He feels most comfortable with other dwarves.

Melnar Madhorn, dwarf bandit

Melnar is a pale-skinned dwarf with blond hair and blue eyes. He was exiled from his home settlement after a particularly brutal bar brawl. He carries two meat cleavers and gravitates towards other outcasts and criminals, though he rarely sticks with any group for long.

Jennia Frostfeast, dwarf bandit

Jennia is a tan-skinned dwarf with brown hair and a deep voice. Her fortress was destroyed by a monster from the depths, and she couldn’t stand living on the surface. She carries an ornate crossbow with the distinctive markings of her home fortress, Morn Daruum. Her quiver includes several “trick bolts,” ranging from whistle rounds to noxious gases. This is in addition to the normal kind of bolts that are used for killing people, of course.

Organizations

The Kingsroad Cutpurses

The Kingsroad Cutpurses are a small group of commoners who left their village after a drought decimated the food supply. Now they live in a cave north of the Kingsroad, surviving by stealing food and goods from unwary travellers.

Big Mike, human muscle

Big Mike is a tall man with broad shoulders, thighs like tree trunks, and fists like cans of ham. He has graying black hair and blue eyes. His role in the gang is to stand in the middle of the road and make people stop, so Zip, Kip, and Tammy can take them out if need be. He likes to crack his knuckles loudly to intimidate people, and he can punch a horse hard enough to knock it out.

Tammy, human bandit

Tammy is a thin woman with black hair and well-defined arm muscles. She carries an ornate bow that she took from a dead elf. She was once a preacher’s daughter, but now wanders the highways with her gang. She finds this life more enjoyable.

Zip, human sorcerer

Zip is a lanky man with greasy, black hair. He talks constantly and gets told to “zip it” so often that the rest of the bandits just call him “zip” now. A quirk of ancestry allows him to magically summon bolts of acid that he can throw at objects or people. His real name is Walter. He is the twin brother of Kip.

Kip, human sorcerer

Kip is a wiry but well-groomed man with black hair and a goatee. He is quiet and calm, in stark contrast to his erratic twin brother, Zip. The same quirk of lineage lets him summon large pieces of ice, a talent that is useful for both intimidation and destruction. He likes to play the lute when sitting ‘round the fire at night. His real name is Kyle, but the rest of the bandits wanted his name to rhyme with Zip.

The Argaris

The last loyalists of the disgraced House Argari, still collecting tax and enforcing the law for their captive lord. The Argaris wear green cloaks, borrowing from the house’s signature color. They do not see themselves as bandits, of course. They see themselves as the legitimate authority in the “lands of House Argari.”

Lord Lazzaro Argari, human royal

Lord Argari is a 60-year-old man with white hair and blue eyes. These days, he is a dour, depressed man, due to being detained in the dungeon of his domicile. He has been accused of a number of crimes, ranging from treason to tax evasion. He’s guilty of most of those crimes, to some extent or another, but he’s barely worse than any other feudal lord.

Lady Maretta Argari, human royal

Lady Argari is the last free member of House Argari. She has black hair and cold, blue eyes. She is hellbent on freeing her father and returning the House to its rightful seat. She is 16 years old and has taken to the role of rebel leader like a fish to water, sending her loyalists to burn houses and extort money without a second thought.

Gary “Taxman” Gibson, human rebel

Gibson is an imposing man with black hair and dark eyes. He carries a mace with a golden head, which was once the symbol of authority for House Argari. He demands gold from any persons using the roads of the region, based on his estimation of their wealth.

Zeeta, human brute

Zeeta is a burly woman who fights with a heavy axe. She has an unusually prominent brow ridge, owing to some distant orcish ancestry. Her role is, primarily, to hit things really hard with her big axe. She carries a holy book on her at all times and has a holy symbol hanging from her belt.

Koralia, half-elf archer

Koralia is a tall, lithe woman with blonde hair and brown eyes. She is a mercenary paid by the Argari rebels to aid in their “tax collection” operations. She has five gold piercings in her right ear, along the lower edge of the cartilage. She carries a bow, a quiver of arrows, and an elven dagger, which she holds point down when fighting.

Vasiliki, human fighter

Vasiliki is a short, blonde woman with brown eyes. She is one of the guards of House Argari, and this role now includes assisting in tax collection. She carries a metal shield and a short sword with a bent and nicked guard, a result of heavy use.

The Outcasts

The Outcasts are a group of villagers from a coastal town that suffered an outbreak of Viridian Plague. The town was burnt down just after they escaped, by people from nearby villages. No town will accept them, fearing that they are carriers of the Plague, so they have no choice but to forage and steal to survive. They have built a small settlement deep in the woods, carefully hidden from any outsiders, who would certainly burn it down.

Filipos, desperate leader

Filipos is a tall, brown-skinned man with short black hair and a white tunic. He carries an axe that has been carefully honed and repeatedly repaired. He lost a finger to frostbite during the first winter of the group’s exile. As the oldest member of the group, he has taken up a leadership role, viewing this small band of exiles as his new family.

Stamatios, conflicted peasant

Stamatios is a thin man with tan skin and brown hair. He wears a green cloak and carries a quiver of javelins. He longs for a normal life and resents the villages in the area for, in his view, forcing him to turn to violence and theft.

Clare, dedicated mother

Clare is a bronze-skinned woman with brown hair and a thin frame. She managed to escape the village with her nine-month-old daughter, Aleksia. Now, she is willing to do whatever it takes to get food for Aleksia, and she carries a stolen pitchfork, just in case she has to use it.

Dell, troubled child

Dell is a 14-year-old girl with long, black hair and brown skin. The rest of her family died during the plague outbreak, but she never got sick. She fled the city at the same time as the others and now looks to them for guidance. Since this guidance has been morally lacking, she now carries a set of shears that she has broken in half to use as improvised knives, and she has used them repeatedly to threaten and harm travellers.

The Wild Ones

The Wild Ones are a gang of bandits working out of a labyrinthine cave complex running through the mountains. They run a sophisticated operation, laundering their stolen goods through merchants and tradesmen. They have a substantial stash of gold and treasure deep in the cave network, including a sizable stash of ale and wine.

Tal “The Baron” Kahtayn, human criminal

The Baron is a tall, broad-shouldered man with blonde hair and green eyes. He wears a bear skin cloak and leads the Wild Ones by pitting its internal groupings against each other, favoring whoever brings in the most loot. In his youth, he worked as a stagehand and understudy in a theater troupe, which is where he learned the skills that make him such a charismatic leader today.

Barry “Brummy” Brumtane, human horse rustler

Brummy is a short, black-haired man who has a gift for understanding and handling animals. Unfortunately, he uses these skills to steal mounts and beasts of burden, luring them away from camp while their owners sleep. He sells them on to unscrupulous merchants or travelers desperate enough to ignore the suspiciously cheap prices.

Hadder Flaskbane, dwarven carriage remodeller

Hadder is a rotund dwarf with a gray beard. He is a talented craftsman and he uses those talents to rip stolen carriages apart in the most profitable way he can think of. Sometimes this means slapping a coat of paint on it and selling it for cheap in the next town, sometimes it means breaking it down and selling the wood to carpenters and smelting the metal for weapons.

Mitch Blackberry, human fence

Mitch is a tall, skinny man with glasses. He runs a general store in a town at the foot of the mountains, selling a mix of legitimately acquired goods and goods stolen from caravans by the Wild Ones. He tends to lick his top lip after mentioning goods he knows are stolen.

Afterword

I hope you’ve enjoyed this selection of people the party can get into fights with! Some people will tell you that a Good GM will throw some bandits at a party and then have them encounter the weeping widows and orphans of the bandits in the next town. I do not agree, but I do think having some context in mind for your bandit encounters adds some texture and variety.

-Garm

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About the author

Garmbreak1

Former esports wannabe, current TTRPG streamer and TTRPG creator interviewer. I like science fiction and I have a soft spot for licensed tabletop RPGs. You can find all the campaigns I'm in and interviews I've done over on YouTube.

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