rpg—rules

monster

Bandit Captain

Medium or Small Humanoid, Neutral

Armor Class
15
Hit Points
52 (8d8 + 16)
Challenge rating
2
CHA
14 (+2)
CON
14 (+2)
DEX
16 (+3)
INT
14 (+2)
STR
15 (+2)
WIS
11 (+0)

Medium or Small Humanoid, Neutral

AC 15 · Initiative +3 (13)

HP 52 (8d8 + 16)

Speed 30 ft.

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.

Source · SRD 5.2.1 · page 261