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
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:
| 1d6 | The Bandit... |
|---|---|
| 1 | Fights only oppressors. |
| 2 | Is an ex-soldier who was discarded by their nation and now takes what they were promised. |
| 3 | Is in a gang that views nonmembers as foes. |
| 4 | Hesitantly serves a villainous leader. |
| 5 | Secretly works for a government or a regional ruler to sow chaos. |
| 6 | Takes 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.