Bandit Captain
Medium humanoid (any race), any non-lawful alignment
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
AC | HP | CR | Prof. |
---|---|---|---|
15 | 65 (10d8+20) | 2 | +2 |
Speed 30 ft.
Saving throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses passive perception 10
Languages any two languages
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.