Bandit Captain

CR 2 Humanoid

Monster

Medium or Small Humanoid, Neutral

AC
15 (natural armor)
Initiative
+3 (13)
HP
52 (8d8 + 16)
Speed
30 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save Ability Score Mod Save
STR 15 +2 +4 DEX 16 +3 +5 CON 14 +2 +2
INT 14 +2 +2 WIS 11 +0 +2 CHA 14 +2 +2
Skills
Athletics +4, Deception +4
Gear
Pistol, Scimitar, Studded Leather Armor
Senses
Passive Perception 10
Languages
Common, Thieves' Cant
CR
2 (XP 450; PB +2)

Actions

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.

Reactions

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.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.