Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 17 (chain mail, shield)
Hit Points 82 (11d8 + 33)
Speed 35 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
14 (+2)
Skills Athletics +6, Intimidation +4, Perception +5
Senses Passive Perception 15
Languages Common and three other language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Parry. The general adds 2 to its AC against one melee attack that would hit it. To do so, the general must see the attacker and be wielding a melee weapon.

Actions

Multiattack: The Bandit General makes three attacks with his greatsword or with his heavy crossbow.

Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Heavy Crossbow: Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 3) piercing damage.

 

 

Bonus Actions

Tactical Command: Once per combat, the Bandit General can use a bonus action to grant tactical advice to one ally within sight, giving that ally advantage on its next attack roll.

Reactions

Commanding Presence: The Bandit General can issue commands to any bandit within 60 feet, allowing them to use their reaction to make a melee attack.

Description

The Bandit General is one of the higher ranking bandits in the group and is rarely seen out in battle with the other bandits. His towering presence can be felt in every room he enters. Watch out, for if you find yourself in the same room as him just know, it might be your last fight.

Monster Tags: humanoid

Habitat: CoastalForestGrasslandHillMountainUrban

AndieTDK

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