| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 9 | −1 | −1 |
Shielded Line. Allies of the Bandit Shieldmaster within 5 feet of it gain a +1 bonus to AC while the Bandit Shieldmaster isn't incapacitated.
Multiattack. The Bandit Shieldmaster makes two Shield Bash attacks.
Bolster Defence. The Bandit Shieldmaster braces itself behind its shield. Until the start of its next turn, the Bandit Shieldmaster gains a +2 bonus to AC and has advantage on Strength saving throws.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) Bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the Bandit Shieldmaster.
Push Back. One creature within 5 feet of the Bandit Shieldmaster must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the Bandit Shieldmaster.
Take the Hit. When an allied creature within 5 feet of the Bandit Shieldmaster is targeted by an attack, but before the attack roll is made, the Bandit Shieldmaster can make itself the target of the attack instead. The attack is rolled against the Bandit Shieldmaster's AC.
Description
Bandit Shieldmasters are elite defensive fighters within organized Bandit groups. They are distinguished from ordinary Shieldbearers by heavier armor, larger shields, and the discipline to hold formation under sustained pressure. A Bandit Shieldmaster is commonly placed beside more valuable members or loot, where its presence makes nearby allies harder to reach and harder to kill. Its shield is often scarred by years of raids, repaired repeatedly, and treated as both protection and weapon.
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