Medium Humanoid, Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 45 (4d10 + 5)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +4, DEX +6, WIS +3
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages and deep speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Luck. Whenever the Yark Bandit captain gets a 1 or a 20 on any d20 roll instead of a critical success or fail he has to roll a luck roll (1d100+1d10) and the outcome is decided by how high the rolled number is (the higher the number the better is the outcome for the Yark Bandit captain). a 1 on the roll gives the yark bandit captain a disadvantage on this roll and 20 gives him an advantage.

Actions

Multiattack. The captain makes two melee attacks: One with its scimitar and one with its dagger Or with its jaw.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage.

Jaw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Description

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

talzur2001

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