Medium Monstrosity (Human), Unaligned
Armor Class 17 Splint
Hit Points 45 (6d10)
Speed 35 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +3, CON +4
Senses Passive Perception 13
Languages Common, or their race's native language
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Pack Tactics. Whenever the Bandit General is within 5 feet of their ally, they & those allies gain advantage on attack hits

 

 

Actions

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. 

 

 

Bonus Actions

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)

Reactions

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.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

Kaos8825

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