Reinforcements: Whenever the commander is within 5 ft. of an ally, he gets advantage on attack rolls and saving throws.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar +2. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) slashing damage.
Dagger +2. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 5) piercing damage.
Disengage: As a bonus action, the commander can disengage from combat to avoid getting hit by opportunity attacks.
Parry. The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
The captain of the bandits is ruthless, but the commander is even worse. He is cunning, cruel and wrathful. Known for leading gangs on both land and sea, the commander can do just about anything. Always looking for treasure and rich people to slaughter, noone is safe from the commander, when he shows up. Whenever you are near a city, beware of the commander and keep an eye out for him and his bandits.
Comments