Bandit Captain
- Armor Class
- 15 (studded leather)
- Hit Points
- 65 (10d8 + 20)
- Speed
- 30 ft.
- STR 15 (+2)
- DEX 16 (+3)
- CON 14 (+2)
- INT 14 (+2)
- WIS 11 (+0)
- CHA 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 5 ft., one target. Hit: 6 (1d6 + 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.
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.