Bandit Lord

Medium Humanoid (any race), any non-lawful

Armor Class 16 (breastplate)

Hit Points 91 (14d8+28)

Speed walk +30

Challenge 4

STR
16
+3
DEX
15
+2
CON
14
+2
INT
14
+2
WIS
11
+0
CHA
14
+2

Saving Throws dex +4, str +5, wis +2

Skills athletics +5, deception +4, intimidation +4

Senses passive Perception 10

Languages any two languages

Special Abilities

Pack Tactics. The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The bandit lord makes three melee or ranged attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.

Reactions

Parry. The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.

Redirect Attack. When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.

Source: Tome of Beasts · OGL/Open