Bandit Captain
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.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Medium Humanoid |
Alignment | Any non-lawful alignment |
Armor Class | 15 (Studded Leather) |
Hit Points | 65 (10d8 + 20) |
Combat Rating | 2 CR |
Speed | 30 ft |
Senses | Passive Perception 10 |
Languages | Any two languages |
Skills
Proficiencies: Deception, Athletics
Athletics
+4
Deception
+4
Abilities
Actions
Multiattack : action
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.
Parry : reaction
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
Items
Armor:
Studded Leather Armor - AC 12
Scimitar
Melee weapon Attack
+5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 Slashing damage
Rolls:
Attack: 1d20 + 5
Damage: 1d6 + 3
Dagger
Melee weapon Attack
+5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 Piercing damage
Rolls:
Attack: 1d20 + 5
Damage: 1d4 + 3
Ranged weapon Attack
+5 to hit, range (undefined/undefined) ft., one target. Hit: 1d4 + 3 Piercing damage.
Rolls:
Attack: 1d20 + 5
Damage: 1d4 + 3
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