Bandit Captain

Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages
Challenge 2 (450 XP)
Actions
Multiattack
The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar
Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60ft., one target.
Hit: 5 (1d4 + 2) piercing damage.
Reactions
Parry
The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
- name Bandit Captain
- type humanoid
- ac 15
- hp 65 (10d8 + 20)
- size medium
- alignment any non-lawful
- abilities
- name STR
- value 15
- name DEX
- value 16
- name CON
- value 14
- name INT
- value 14
- name WIS
- value 11
- name CHA
- value 14
- speed 30ft
- cr 2
- skills
- name Athletics
- value 4
- name Deception
- value 4