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.
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.







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