Brute. A melee weapon deals one extra die of its damage when the bodyguard captain hits with it (included in the attack).
Pack Tactics. The Bodyguard Captain has advantage on attack rolls against a creature if at least one of the Bodyguard Captain’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The bodyguard captain makes three Longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage, or 14 (2d10 + 4) slashing damage if used with two hands.
Leadership (Recharge 5-6). For 1 turn, the bodyguard captain 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 lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bodyguard captain is incapacitated.
Parry. The bodyguard captain adds 2 to its AC against one melee attack that would hit it. To do so, the bodyguard captain must see the attacker and be wielding a weapon.
Commander's Strike. As a reaction, the Captain may command one of its allies to attack a target within its current range, that it can see.
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