Bandit Captain

bandit captain

Bandits use the threat of violence to take what they want.  Such criminals include gang members desperadoes, and lawless mercenaries.  Yet not all bandits are motivated by greed.  Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.

AC 15

Initiative +3

HP 52

Speed 30ft

Str 15, Mod +2, Save +4

Dex 16, Mod +3, Save +5

Con 14, Mod +2, Save +2

Int 14, Mod +2, Save +2

Wis 11, Mod +0, Save +2

Char 14, Mod +2, Save +2

Skill 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 5ft, hit 1d6 slashing damage

Pistol: Ranged attack roll +5, range 30/90ft, Hit 1d10+3 Piercing damage

Reactions:

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.