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Bandit Captain 2014

CR 2 humanoid

Medium humanoid, chaotic evil


Armor Class
16 (studded leather)
Hit Points
51
Speed
30 ft.

STR14 (+2)
DEX18 (+4)
CON14 (+2)
INT14 (+2)
WIS10 (+0)
CHA14 (+2)

Saving Throws
Strength +2, Dexterity +4, Constitution +2, Intelligence +2, Wisdom +0, Charisma +2
Skills
Senses
passive Perception 10
Languages
any two languages
Challenge
2 (450 XP) · Proficiency Bonus +2

Opportunist.

The bandit captain has advantage on opportunity attacks.

Actions

Multiattack.

The bandit captain makes one Dagger attack and two Scimitar attacks, or it makes three Dagger attacks.

Dagger.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Scimitar.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Bonus Actions

Reposition Forces (Recharge 5–6).

Each friendly bandit and thug under the bandit captain's command moves up to half its speed in a direction of the captain's choice. This movement doesn't provoke opportunity attacks.

Steal Item.

The bandit captain steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC 14 DEX save or lose one object it is wearing or carrying of the bandit captain's choice. The object must weigh no more than 10 pounds, can't be a weapon, and can't be wrapped around or firmly attached to the target, such as a shirt or armor.

Reactions

Parry.

The bandit 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.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details