Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 78 (10d8 + 40)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Multiattack. The captain makes three melee attacks  with its scimitar.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Bonus Actions

Psycho: Deal 1d4 damage to your self and cause your enemies within 30 ft to make a wisdom saving throw DC15 or become frightened. The targets can make a saving throw at the end of every turn and become immune to this affect for 24 hours. (not extreme psycho affect).

Extreme Psycho: Deal 2d4 damage to your self and cause your enemies within 30 ft to make a wisdom saving throw at disadvantage DC15 or become frightened. The targets can make a saving throw at the end of every turn and become immune to this affect for 24 hours.

Reactions

Parry. The badass adds 3 to its AC against one melee attack that would hit it. To do so, the badass must see the attacker and be wielding a melee weapon.

Punish. The badass stab or throw two dagger at any enemy that attacks an ally.  Daggers. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (2d4 + 3) piercing damage.

Legendary Actions

Villain Actions can only be used in order (1 then 2 then 3). Also Villain actions can be only be used after an enemies action. Villain actions can only be used once per round.

Villain action 1 - Confidence. give advantage to up to 4 creatures within 15 ft for one turn.

Villain action 2 - Blind. Bandit badass throw salt in the eyes of all enemies within 5 ft. Con DC 16 or become blind for 1 turn.

Villain action 3 - Fearless Poison. Drop a vail of poison doing 4d6 poison damage. DC 16 or take half damage. Throw Range 20 ft. beyond 10 ft of the origin take half 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

Grant_Burstone

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