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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

15 (+2)

DEX

16 (+3)

CON

14 (+2)

INT

14 (+2)

WIS

11 (+0)

CHA

14 (+2)
StatValue
Creature TypeMedium Humanoid
AlignmentAny non-lawful alignment
Armor Class15 (Studded Leather)
Hit Points65 (10d8 + 20)
Combat Rating2 CR
Speed30 ft
SensesPassive Perception 10
LanguagesAny 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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