SRD5:Bandit Captain (NPC)
|This material from the 5th edition SRD is published under the OGL|
|Bandit or Pirate Captain|
|Medium humanoid (any race), any non-lawful alignment|
|Armor Class: 15 (studded leather)|
|Hit Points: 65 (10d8+20)|
|Speed: 30 ft.|
|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)|
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: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.
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.
|Alignment||Any Non-Lawful Alignment +|
|Challenge Rating||2 +|
|Experience Points||450 +|
|Features||Multiattack +, Scimitar +, Dagger + and Parry +|
|Hit Dice||10d8+20 +|
|Hit Points||65 +|
|SortText||Bandit Captain +|
|Subtype||Any Race +|
|Title||Bandit Captain +|