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D&D 5th Edition

Compendium

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Bandit Captain

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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.

Actions

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.

Reactions

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.

Attributes

AC
15 (Studded Leather)
Alignment
Any Non-lawful Alignment
CHA
14
CON
14
Challenge Rating
2
DEX
16
HP
65 (10d8+20)
INT
14
Languages
Any Two Languages
Passive Perception
10
Roll 0
Scimitar 1d20 + 5 1d6+3
Roll 1
Dagger 1d20 + 5 1d4+3
STR
15
Saving Throws
Str +4, Dex +5, Wis +2
Size
Medium
Skills
Athletics +4, Deception +4
Speed
30 ft.
Type
humanoid (any race)
WIS
11
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