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.
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.
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.