Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 17 (studded leather)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +5, DEX +7, WIS +4
Skills Athletics +4, Deception +4, Stealth +4
Senses Passive Perception 11
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Bonus Actions

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.

Reactions

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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

AquarionRavenmane

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