Squad of Bandits CR: 1 (200xp)
Large swarm of medium humanoids, any non-lawful
Armor Class: 11
Evasion Class 10
Armor Reduction -1
Hit Points: 33 6d8+6
Moral 9 2d6
Speed:
28 ft
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses: passive Perception 10
Languages: Common
Challenge Rating: 1 (200xp)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium bandit. The swarm can't regain hit points or gain temporary hit points.
Actions
Scimitar. Melee Weapon Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 2d6+6 slashing damage, or 1d6+3 if the swarm has half or fewer hit points.
Bandits are a problem that persists in any world, but sometimes they are a bit more powerful than your run-of-the-mill criminals with a shortsword. Some of these outlaws are former adventurers that lived a life of luxury, ran out of funds, and decided that criminal activity is better than going back into the wilds. Others are soldiers that went AWOL and must now resort to thievery as their name is spoken with disgrace.
Safety in Numbers. Some of the stat blocks listed below are in the form of squads. This is a clean way to create a massive group of enemies to go up against a highest level group without needing to track actions and hit points for a dozen or more enemies. Your players will feel more heroic striking down entire groups of enemies, but will also still be threatened as a flurry of weapons come their way.