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.