Bandit Captain
Medium humanoid (any race), any non-lawful alignment · 2014 rules, SRD 5.1
- Armor Class
- 15 (armor)
- Hit Points
- 65 (10d8+20)
- Speed
- 30 ft.
| 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 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.
Also in the 2024 rules (SRD 5.2).