Back-stab. If The Bandit King flanks, or is behind an enemy, he has advantage on attacks made against that enemy and those attacks will be criticals.
Skilled Swordsman. The King has advantage on melee attack rolls when wielding only a sword.
No Safety in Numbers. If The Bandit king battles more than a single enemy in an encounter, he gains +1 to attack rolls for every enemy above 1, maxing out at +5.
Ready for a Fight. The king gains +5 to all initiative rolls, +7 if he starts the fight. The king also cannot be surprised while he is conscious.
Weapon Master. The king does not need to use an action to switch between weapons, items, or equipment.
Crafty. The King deals +5 damage with improvised weapons.
Legendary Resistance (3/Day). If The king fails a saving throw, he can choose to succeed instead.
Multiattack. The king makes two attacks.
Frightful Presence. Each person of the The king's choice within 120 feet of him and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A person can repeat the saving throw at the end of each of its turns, with disadvantage if The king is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to The king's Frightful Presence for the next 24 hours.
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
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