Bandit Captain
Medium humanoid (any), any non-lawful
Every band of desperate cutthroats has a leader --- someone meaner, smarter, or simply more ruthless than the rest. Bandit captains are experienced fighters who have survived the roads long enough to gather followers. They command through a mixture of tactical competence, personal charisma, and the implicit threat of violence against anyone who questions their authority. The best bandit captains are former soldiers. The worst are former soldiers who enjoyed their work.
Armor Class:15 (studded leather)
Hit Points:52 (8d8 + 16)
Speed:30 ft
Challenge:CR 2
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws:STR +4, DEX +5, WIS +3
Skills:Athletics +4, Deception +4, Intimidation +4, Perception +3
Senses:Passive Perception 13
Traits
Pack Leader. Bandits within 30 feet of the captain that can see and hear them have advantage on saving throws against being frightened, and deal an extra 2 damage with melee weapon attacks (already included in their stat blocks when fighting alongside a captain).
Actions
Multiattack. The bandit captain makes two attacks: one with a scimitar and one with a dagger.
Scimitar. Melee: +5 to hit, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged: +5 to hit, reach 5 ft or range 20/60 ft. Hit: 5 (1d4 + 3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. It must see the attacker and be wielding a melee weapon.
Redirect Attack. When a creature the captain can see targets it with an attack, the captain chooses an ally within 5 feet. The ally and the captain swap places, and the attack targets the ally instead. The ally must be willing.