Bandit Captain

Medium or Small Humanoid, Neutral
Initiative +3 (13)
AC 15
HP 52 (8d8 + 16)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
15
+2
+4
Dex
16
+3
+5
Con
14
+2
+2

Int
14
+2
+2
Wis
11
+0
+2
Cha
14
+2
+2

Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages Common, Thieves' cant
CR 2 (XP 450; PB +2)
Actions

Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Reactions

Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.
Bandit captains command gangs of scoundrels and conduct straightforward heists. Others serve as guards and muscle for more influential criminals.
Habitat: Any
Treasure: Any
Monster Manual 2024
  1. DnD 2024 Monsters › Bandit Captain
Bandit Captain