Bandit Captain Monster D&D 5e (5th Edition)

Basically, it will take a strong personality, ruthless cunning and also a silver tongue for keeping a gang of bandits in the line. Of course, the bandit captain has all these qualities in the spades.

Also, in an addition to the managing a crew of the selfish malcontents and the pirate captain is the variation of a bandit captain and with a ship to protect and also command. To keep the crew in line and the captain must be meet out the rewards and also the punishment on the regular basis.

More than the treasure, a Bandit captain or the Pirate captain craves infamy. Basically, a prisoner who will appeal to either the captain’s vanity or the ego is more likely to be treated fairly than the prisoner who doesn’t or else claims not be known anything else of the captain’s colorful reputation.

Actions

Multiattack: Actually, the captain makes three melee weapon attacks: such as two with its Scimitar and also one with its dagger. Or the captain will make two ranged attacks with its daggers.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry: The captain adds 2 to its AC against one melee attack which would hit it. To do so, The captain must be seen the attacker and also be wielding a melee weapon.

Bandit Captain Monster 5e Attributes

AC
15 (Studded Leather)
Alignment
Any Non-lawful Alignment
CHA 14
CON 14
Challenge Rating
2
DEX 16
HP
65 (10d8+20)
INT
14
Languages
Any Two Languages
Passive Perception
10
Roll 0
Scimitar 1d20 + 5 1d6+3
Roll 1
Dagger 1d20 + 5 1d4+3
STR
15
Saving Throws
Str +4, Dex +5, Wis +2
Size
Medium
Skills
Athletics +4, Deception +4
Speed
30 ft.
Type
humanoid (any race)
WIS
11

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