Two-Weapon Fighting. When the bandit leader engages in two-weapon fighting, they can add their ability modifier to the damage of the second attack.
Multiattack. The bandit leader makes two attacks (melee or ranged).
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Scimitar (off-hand). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Rally. On the bandit leader's turn, they can use a bonus action to bolster the resolve of one of their companions. When they do so, choose a friendly creature who can see or hear them. That creature gains temporary hit points equal to 1d8+3.
Brace. When a creature the bandit leader can see moves into the reach the bandit leader has with the melee weapon they're wielding, the bandit leader can use their reaction to make one attack against the creature, using that weapon. If the attack hits, add 4 to the weapon’s damage roll.
Parry. The bandit leader adds 4 to its AC against one melee attack that would hit it. To do so, the bandit leader must see the attacker and be wielding a melee weapon.
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