Multiattack. The leader makes three melee attacks: two with its longsword and one with its dagger. Or the captain makes two ranged attacks with its daggers.
longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 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.
Parry. The leader adds 2 to its AC against one melee attack that would hit it. To do so, the leader must see the attacker and be wielding a melee weapon.
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.
Retaliation(Flintlock pistol) - After an enemy attack roll has been made make a ranged attack with a Flintlock pistol . +5 to hit, range 30/120 ft. Hit: 5 (1d8 + 3) piercing damage, improved crit.
Retaliation(longsword) - After an enemy attack roll has been made make a melee attack with a longsword. +6 to hit, reach 5 ft., hit (1d8 +4)
Description
the bandit leader is a leader of an undergrounds bandit operation that consists of bandit captains and bandits. each captain has there own force and the leader always has two bodyguards who are also captain level and twenty bandits at all times.
Comments