Bandit Captain CR 2 Medium humanoid

"Read the stat block before it reads you."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (any race), any non-lawful alignment

Armor Class 15 (studded leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft.
STR 15 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 11 (+0)
CHA 14 (+2)

Saving Throws Str +4, Dex +5, Wis +2

Skills Athletics +4, Deception +4

Senses passive Perception 10

Languages any two languages

Challenge 2 (450 XP)   Proficiency Bonus +2

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes 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 that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Where to meet one

The encounter builder rolls the bandit captain for fights in 🌲 forest, 🌾 grassland, ⛰️ hills, πŸ–οΈ coast, 🌊 at sea, 🏜️ desert, 🏘️ town and 🏚️ dungeon or ruin.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.