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D&D · SRD 5.1 (5e, 2014)

Bandit Captain Medium Humanoid (Any Race), Any Non-lawful Alignment

Armor Class
15 (studded leather)
Hit Points
65 (10d8 + 20)
Speed
30 ft.
STRDEXCONINTWISCHA
SCORE151614141114
MOD+2+3+2+2+0+2
SAVE+2+3+2+2+0+2
Saving Throws
Str +4, Dex +5, Wis +2
Skills
Athletics +4, Deception +4
Senses
Passive Perception 10
Languages
any two languages
CR
2 (XP 450)

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 + 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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal