Steakout. The Bandit Champion has advantage on stealth checks after it has been in the same area for over 30 minuets.
Readied. Unless the Bandit Champion was surprised the first attack a each creature makes on it has disadvantage.
Multiattack. The Bandit Champion makes two melee attacks: Two with their scimitars.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Kick. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2); bludgeoning damage. If the creature is hit by this, they move 5 ft away from the Bandit Champion and must make a DC 14 Strength Saving throw or fall prone.
Parry. The Bandit Champion adds 3 to its AC against one melee attack that would hit it. To do so, the Bandit Champion must see the attacker and be wielding a melee weapon. In addition, the Bandit Champion gets to make a free attack on the creature it parried with advantage.
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