| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +5 |
| CHA | 15 | +2 | +2 |
Commanding Presence. Allies of the Bandit Camp Captain within 10 feet of it gain a +1 bonus to attack rolls and saving throws while the Bandit Camp Captain isn't incapacitated.
Multiattack. The Bandit Camp Captain makes two attacks, using Scimitar, Poisoned Crossbow, or Called Strike in any combination. It can use Called Strike only once per turn.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Slashing damage.
Poisoned Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) Piercing damage plus 7 (2d6) Poison damage.
Called Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Slashing damage. If the attack hits, each ally of the Bandit Camp Captain within 5 feet of the target that can hear the Bandit Camp Captain may use its reaction to make one melee weapon attack against the target.
Dash. The Bandit Camp Captain takes the Dash action.
Defensive Roll. The Bandit Camp Captain moves up to 10 feet without provoking opportunity attacks. Until the start of its next turn, the Bandit Camp Captain gains a +2 bonus to AC against the next attack made against it.
Exploit Opening. One ally of the Bandit Camp Captain within 30 feet that can hear it may use its reaction to move up to half its speed without provoking opportunity attacks. After this movement, the ally may make one melee weapon attack against a creature within its reach.
Counterstrike. When a creature the Bandit Camp Captain can see makes an attack against it, the Bandit Camp Captain may make one attack against that creature after the triggering attack is resolved.
Not Me. When the Bandit Camp Captain is hit by an attack, it chooses one allied creature within 5 feet of itself. The Bandit Camp Captain and the ally switch places, and the chosen ally is hit by the attack instead. The ally takes the attack's damage and suffers any additional effects. The ally must not be incapacitated.
Description
Bandit Bandit Camp Captains are the visible commanders of established Bandit camps, ruling through violence, reputation, and the ability to keep a dangerous group fed, paid, and afraid. A Bandit Camp Captain is expected to stand at the center of the gang's authority and survive challenges from within and without. Most carry trophies from defeated rivals, poisoned ammunition for difficult targets, and a blade kept sharp enough to make examples quickly. A Bandit Camp Captain is most dangerous when surrounded by followers, turning nearby criminals into a coordinated force through shouted orders, feints, and sudden executions.
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