Bandit Captain

CR 2
Medium Humanoid (Any Lineage)
Armor Class 16 (studded leather)
Hit Points 51
Speed 30 ft.
Perception 10 Stealth 16

Languages any two languages

+2 +4 +2 +2 +0 +2

Opportunist. The bandit captain has advantage on opportunity attacks.


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.


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.


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