Brave. The Bandit General has advantage on saving throws to avoid or end the Frightened Condition.
Magic Items. The Bandit General has a Cloak of Protection, A +1 Longsword, a +1 Heavy Crossbow, And 2 Scrolls of Shatter.
Multi-Attack. The Bandit General makes 2 Melee Attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/600 ft., 1 target. Hit: 7 (1d10 + 2) piercing damage.
Scroll of Shatter. The Bandit General can use one of his scrolls to cast shatter at 2nd level, using a Spell Save DC of 13.
Leadership (Recharges after a Short or Long Rest). For 1 Minute, the Bandit General can utter a Special Command or Warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Bandit General. A creature can only benefit from one Leadership Die at a time. This effect ends if the Bandit General is Incapacitated.
Parry. The Bandit General adds 2 to his AC against one melee attack that would hit it. He must have a melee weapon in hand to do this.
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