Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armour Class: 15 (studded leather)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.
STR | DEX | CON |
15 (+2) | 16 (+3) | 14 (+2) |
INT | WIS | CHA |
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.
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 colourful reputation.