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Bandit Captain in Dungeons & Dragons 5e

DMG

Bandit Captain CR: 2

Medium to Large humanoid (any race), any non-lawful
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 Rating: 2 ( 450 XP)
Proficiency Bonus: +2

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: 1d6+3 slashing damage.   Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 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.

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