Bandit Captain

Bandit Captain

Medium humanoid (any race), any alignment

2
Challenge Rating
450 XP

A bandit captain is the leader and most skilled member of a bandit group, wielding authority and commanding respect among their criminal associates. They are more experienced, dangerous, and organized than regular bandits, often leading their gang with cunning tactics and a strategic mindset.

In terms of appearance, a bandit captain stands out from their underlings, usually wearing slightly better armor and displaying more ostentatious clothing or accessories to assert their leadership. They may don a distinctive cloak, a symbol of their authority, or wear a unique helmet or mask to intimidate their enemies.

Bandit captains are proficient in various weapons, often wielding a signature weapon such as a wickedly sharp sword, a deadly crossbow, or a pair of vicious daggers. They are skilled combatants, utilizing their expertise to deliver precise strikes, parry attacks, and exploit vulnerabilities in their opponents.

What sets a bandit captain apart is not only their combat prowess but also their ability to inspire and lead their gang. They possess strong leadership qualities, rallying their bandits with charismatic speeches, enforcing discipline, and coordinating tactics during raids and ambushes.

Bandit captains are typically driven by power, wealth, and a desire for control. They may have a hidden agenda or personal vendetta that fuels their criminal activities, and they are not hesitant to resort to violence or intimidation to achieve their goals.

Encountering a bandit captain presents a significant challenge for adventurers, as they are formidable opponents who are accustomed to leading and dominating in combat. Overcoming a bandit captain requires strategic thinking, teamwork, and the ability to exploit weaknesses in their leadership structure, potentially unraveling their gang and restoring order to the lands they’ve plagued.

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.
Armor Class: 15 (armor: Studded Leather Armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft. (walk)
str
15
+2
dex
16
+3
con
14
+2
int
14
+2
wis
11
+0
cha
14
+2
Proficiency Bonus: +2

Proficiencies

  • Saving Throw: STR +4
  • Saving Throw: DEX +5
  • Saving Throw: WIS +2
  • Skill: Athletics +4
  • Skill: Deception +4

Senses

  • Passive Perception: 10
Languages: any two languages
Environment: Arctic, Coastal, Desert, Forest, Hill, Urban

Credits: SRD 5.1