Bandit CaptainMedium humanoid (any species)
- 2 (450 XP)
Cunning Action. On each of its turns, the bandit can take an additional action. This action can only be used to make a Skulduggery or Stealth check or take the Disengage, Hide, or Use an Object action.
Alternatively, as a bonus action, you can take the Dash action.
Maneuvers. The bandit captain uses maneuvers (maneuver save DC 13). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
Sneak Attack (1/turn). The bandit deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 1.5 meters of an ally of the bandit that isn’t incapacitated and the bandit doesn’t have disadvantage on the attack roll.
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 1.5 m. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) piercing damage.