Bandit Captain
Medium Humanoid (Any Lineage)
Armor Class 16 (studded leather)
Hit Points 51
Speed 30 ft.
- STR
- 14 (+2)
- DEX
- 18 (+4)
- CON
- 14 (+2)
- INT
- 14 (+2)
- WIS
- 10 (+0)
- CHA
- 14 (+2)
Senses -
Languages any two languages
Challenge 2
Traits
Opportunist. The bandit captain has advantage on opportunity attacks.
Actions
Multiattack. The bandit captain makes one Dagger attack and two Scimitar attacks, or it makes three Dagger attacks.
Dagger. _Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 6 (1d4+4) piercing damage.
Scimitar. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage.
Bonus Actions
Reposition Forces (Recharge 5-6). Each friendly bandit and thug under the bandit captain's command moves up to half its speed in a direction of the captain's choice. This movement doesn't provoke opportunity attacks.
Steal Item. The bandit captain steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC 14 DEX save or lose one object it is wearing or carrying of the bandit captain's choice. The object must weigh no more than 10 pounds, can't be a weapon, and can't be wrapped around or firmly attached to the target, such as a shirt or armor.
Reactions
Parry. The bandit 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.






