Pack Tactics. Whenever the Bandit General is within 5 feet of their ally, they & those allies gain advantage on attack hits
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d8+ 4) [Bludgeoning] damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., 1 target. Hit: (1d10 + 4) [Piercing] damage.
Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d6 + 4) [Slashing] damage.
Action surge. As a bonus action, you may gain an extra turn (Roll a 1d6 at the end of each turn, on a 6, the General can use this ability again their next turn)
Second wind. Regain 3d6 hit points (2 uses)
Parry. As a reaction, add a +2 to AC when hit by an attack role
Description
The Bandit Thrashers protect the front, the Marksman in the back, & between them all with their intimidating presence on the battlefield is the Bandit General. Although a bandit, this figure has higher prestige over all the others. They command and shout out orders. Usually wear nice armor with several different weapons. The General seems very good in battlefield instruction, while near allies, they all gain benefits.
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