Bandit Captain

Monster Manual (2025) p. 27

Tamaño
Pequeño
Tipo
humanoid
Alineamiento
neutral
CA
15
Iniciativa
3
Puntos de golpe
52 (8d8+16)
Velocidad
walk 30 ft.
Salvaciones
Str +4, Wis +2, Dex +5
Habilidades
Deception +4, Athletics +4
Percepción pasiva
10
Idiomas
Common, Thieves' cant
Desafío
2
Linaje
Bandit
Entorno
any
FUE
15
+2
DES
16
+3
CON
14
+2
INT
14
+2
SAB
11
+0
CAR
14
+2

Rasgos

Proficiency Bonus

+2

Gear

Pistol, Scimitar, Studded Leather Armor

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Size

Small, Medium

Acciones

Multiattack

The bandit makes two attacks, using Scimitar and Pistol in any combination.

Scimitar

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Pistol

Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.

Reacciones

Parry

Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.

Otros datos

description

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders. Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit's crimes.

Bandit Motivations:

1d6The Bandit...
1Fights only oppressors.
2Is an ex-soldier who was discarded by their nation and now takes what they were promised.
3Is in a gang that views nonmembers as foes.
4Hesitantly serves a villainous leader.
5Secretly works for a government or a regional ruler to sow chaos.
6Takes what they need to survive.

Bandit captains command gangs of scoundrels and conduct straightforward heists. Others serve as guards and muscle for more influential criminals.