Medium Humanoid, Neutral Evil
Armor Class 14 (studded leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Skills Acrobatics +4, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Infernal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Evasive. The captain includes their Intelligence modifier as a bonus to their Dexterity saving throws.

Actions

Multiattack. The captain makes two attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions

Parry. The captain adds 2 to their AC against one melee attack that would hit them per round. The captain must see the attacker and be wielding a melee weapon.

Description

Captains are respected among the bandit forces, leading units on raids and ambushes, and sometimes running the operations of an entire camp. While captains are among the more skilled warriors in the coalition, involvement with day-to-day operations grants them a certain rapport with even the low-ranking bandits. This leadership, coupled with their prowess, allows them to rally or kowtow those foolish enough to consider desertion. Vulpins, with their natural ambition, cunning, and force of personality, can readily be found climbing to the rank of captain.

The_Hidden

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